From: Brian P. <br...@va...> - 2000-12-08 15:38:40
|
Keith Whitwell wrote: > > ra...@ra... wrote: > > > > On 7 Dec, Brian Paul scribbled: > > > > ->> screen is 16bpp - but that shouldnt change the texture depth should it? > > ->> on my nvidia cards it's happy doign 32bit textures and the framebuffer > > ->> and backbuffers being in 16bpp :) or is 3dfx hardware incapable of doing > > ->> 32bpp textures when the framebuffer depth is 16? i just tested and ti > > ->> does work in 24bpp - but not 16bpp (didnt think that screen depth woudl > > ->> affect texture depth)? > > -> > > -> It does. You can only use 32-bit texels when your screen is running > > -> at 32bpp, as far as I understand it. > > > > ewwwwwwwwwwww - nasty. ok - different from sgi boxes i've seen and > > nvidia :) yuk yuk. ok - i'll have to make sure people know about this - > > i've had enquiries on the horrid quality on voodoo's before.. i needed > > to check myself boefre looking deeper :( > > > > Don't bet on this being true until verified. I don't see a compelling reason > for such a restriction, and most cards that support 32bpp texels continue to > do so running at 16bpp. A quick look at a spec document (I don't have one > here) should give a definitive answer. Well, I just tried it and it seems that 32bpt textures do work with a 16bpp screen. I had it in my head from the beginning that there was some sort of hardware limitation that prevented this. I was mistaken. I'll check in the 2-line change soon. -Brian |