Re: How are 565 textures generated?
Michael I Gold <[email protected]> Wed, 25 Jan 2006 12:22:23 -0800
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
The texels are simply truncated. No rounding or dithering, at least on NV cards. The driver doesn't do anything special to preserve greyscale, either - but if you are using greyscale content, use a LUMINANCE format instead. Hi Steve! Its been a while. Ray Ratelis wrote: > 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 >