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Texture internal format question

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When you are using glTexImage2D to create a texture, you specify in parameter 3 (internalFormat) the way you want your texture to be stored internally by OpenGL. So GL_RGB means 24bit color, GL_RGBA means 32 etc... What happens if the format you specify is not supported by the hardware? Will opengl always selects the "best fit" supported by the hardware for your case, or leave it as you selected and uses software rendering instead? If it's the second case, is there a function or something that you can use to examine which formats are hardware supported? Thank you. btw, I've tried almost all the available internal formats for a texture and it seems to me that there is no difference in speed or appearence, so I believe that OpenGL selects the "best fit" for internal format. Does this happens on every card, or it is just up to the driver? [edited by - Someg on August 26, 2002 7:58:36 PM]

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