|
From: SourceForge.net <no...@so...> - 2007-02-11 08:14:31
|
Feature Requests item #901431, was opened at 2004-02-20 14:40 Message generated for change (Comment added) made by jwwalker You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442055&aid=901431&group_id=45158 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Dair Grant (grantd) Assigned to: Nobody/Anonymous (nobody) Summary: Textures should use packed pixel extension Initial Comment: We currently convert all incoming textures to 32bpp RGBA for passing to OpenGL - most OpenGL implementations will now support the packed pixel extension, so we should be able to pass on 16 or 24 bit pixel data directly rather than copying it. This could also simplify the texture swapping code in IRUpdate.c, which is quite complex and a bit misleading (e.g., 16bpp texture data is not really swapped, it's permuted, and yet the variable is called 'swap'). ---------------------------------------------------------------------- >Comment By: James W. Walker (jwwalker) Date: 2007-02-11 00:14 Message: Logged In: YES user_id=433183 Originator: NO Texture loading now uses 24-bit RGB when there is no alpha channel. Since Quesa pixmaps are top to bottom and OpenGL textures are bottom to top, we need to row-order conversion on the texture data anyway. So I'm not sure if there's really much point to this. ---------------------------------------------------------------------- Comment By: James W. Walker (jwwalker) Date: 2007-02-11 00:13 Message: Logged In: YES user_id=433183 Originator: NO Texture loading now uses 24-bit RGB when there is no alpha channel. Since Quesa pixmaps are top to bottom and OpenGL textures are bottom to top, we need to row-order conversion on the texture data anyway. So I'm not sure if there's really much point to this. ---------------------------------------------------------------------- Comment By: James W. Walker (jwwalker) Date: 2007-02-11 00:12 Message: Logged In: YES user_id=433183 Originator: NO Texture loading now uses 24-bit RGB when there is no alpha channel. Since Quesa pixmaps are top to bottom and OpenGL textures are bottom to top, we need to row-order conversion on the texture data anyway. So I'm not sure if there's really much point to this. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442055&aid=901431&group_id=45158 |