Newbie Question: pixel formats
I''m using OpenGL in 800x600x16 mode. Now, if I have a 24-bit texture (in a TGA file if that matters) that I want to use do I need to convert this texture to 16-bit first, or can I just hand it to OpenGL in 24-bit format so it can just dither it down for me?
This is interesting... Does anyone know how reliable this behavior is ? I mean there a different possibilities...
Some implementations might result in low quality dithering or become problems with the internal accurany resulting in more "banding". And what about memory ? Are the textures stored as 16,24,32 ?
Tim
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www.gamedev.net/hosted/glvelocity
glvelocity.gamedev.net
www.glvelocity.com
Some implementations might result in low quality dithering or become problems with the internal accurany resulting in more "banding". And what about memory ? Are the textures stored as 16,24,32 ?
Tim
--------------------------
www.gamedev.net/hosted/glvelocity
glvelocity.gamedev.net
www.glvelocity.com
I think his question is:
If my rendering target is 16 bpp, and my internel rendering things (textures) are 24 bpp, what will happen / what must I do
If my rendering target is 16 bpp, and my internel rendering things (textures) are 24 bpp, what will happen / what must I do
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