Re: How are 565 textures generated?
Ray Ratelis <[email protected]> Wed, 25 Jan 2006 11:52:23 -0800
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
The texture could be dithered. I've seen my 888 textures dithered to 565 on rage128 cards on macosx. - Ray Stephen J Baker wrote: > If I create a texture with an external format that is 8+8+8 bit RGB, > and an internal format of 5+6+5 RGB, how is the data converted by > glTexImage2D ? > > Are the least significant bits dropped, rounded or something else? > > It *looks* like (at least on nVidia 6800 on their latest Linux drivers) > they are doing something other than just truncating the LSbits. > > I have two textures that don't match - one of which has been converted > to 5/6/5 in software (by just truncating bits) - the other has been > converted by the driver. The path to this point is pretty convoluted > and it's *possible* that there is some other cause - but I'd like to > eliminate this cause if possible. > > It seems that if the driver rounded the data then there would be a problem > with numbers like 0xFF being rounded up to 0x100 and overflowing. That's > what made me assume they'd be truncating it. > > I also wonder what (if any) things are done to keep the extra bit of > green precision from generating magenta/green tints to otherwise grey > areas of the image. > > ----------------------------------------------------------------------- > The second law of Frisbee throwing states: "Never precede any maneuver > by a comment more predictive than "Watch this!"...it turns out that > this also applies to writing Fragment Shaders. > ----------------------------------------------------------------------- > Steve Baker (817)619-2657 (Vox/Vox-Mail) > L3Com/Link Simulation & Training (817)619-2466 (Fax) > Work: [email protected] http://www.link.com > Home: [email protected] http://www.sjbaker.org > > ----- FAQ and OpenGL Resources at: > http://www.geocities.com/SiliconValley/Hills/9956/OpenGL > ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Ray Ratelis INET: [email protected] Fat City Hosting, San Diego, California -- http://www.fatcity.com --------------------------------------------------------------------- To REMOVE yourself from this mailing list, send an E-Mail message to: [email protected] (note EXACT spelling of 'ListGuru') and in the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L (or the name of mailing list you want to be removed from). You may also send the HELP command for other information (like subscribing).