Jump to content
  • Advertisement
Sign in to follow this  
Bucky32

Texture Formats

This topic is 4659 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

We're currently in a big project using heavy cg-shaders and are thinking about how different texture formats actually work. The GL_LUMINANCE_ALPHA is a two-component texture, right? But is it really more efficient to use that one, than just using two channels in a, for example, GL_RGBA texture? We're using 3D-textures in GL_RGBA16F_ARB (using 3 channels) and seem to get better result with that format than using GL_RGB16F_ARB. How do the GPU handle these different formats?

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!