Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.



This topic is 6098 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

When you load a texture into openGL as a 32-bit image but running in a 16-bit display mode, is the texture in openGL''s memory still 32-bit? I am working on a project and we are loading up a large (1024x1024 32-bit) image for the terrain and rendering is somewhat slow. We are only using that one texture for the terrain. When we scale down the image, the game runs faster. We aren''t doing any mip-mapping either. We are on GeForce 2''s with 32MB memory, so I am sure the texture should be making it into video RAM. Does anyone know what the problem might be? A 1024x1024 image is quite large I am aware, but with these cards should it not be a problem? I''m not the one working on the rendering API, however... so pleace excuse any ignorance. Any thoughts or tips would be great.

Share this post

Link to post
Share on other sites
depends on what internal format u ask for (which the driver mightnt obey anyways but it tries to get close)
if u load it with GL_RGB in 16bit itll most likely give u a rgb5 texture. try a higher number eg internal format of GL_RGB8


Share this post

Link to post
Share on other sites

  • 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!