gator
08-20-2003, 06:23 PM
I have a couple questions:
Are specific internal texture formats (like GL_RGBA8, not GL_RGBA) dependent on:
1. the amount of available video memory?
2. the OpenGL version?
3. the format of the source texture?
4. the display settings of your desktop?
5. Also, is there anyway to query what internal texture format is being used
after calling glTexImage2D?
Whenever I specify GL_RGBA8 for my texture creation for an alpha channel,
I get color banding, which means OpenGL ignored my request and used something
else.
But, if I specify a format without an alpha channel, the texture is smooth
and I don't get color banding.
I am doing this:
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer );
I thought specifying a specific texture format means OpenGL will use it,
no matter what, even if I have a crappy card?
Are specific internal texture formats (like GL_RGBA8, not GL_RGBA) dependent on:
1. the amount of available video memory?
2. the OpenGL version?
3. the format of the source texture?
4. the display settings of your desktop?
5. Also, is there anyway to query what internal texture format is being used
after calling glTexImage2D?
Whenever I specify GL_RGBA8 for my texture creation for an alpha channel,
I get color banding, which means OpenGL ignored my request and used something
else.
But, if I specify a format without an alpha channel, the texture is smooth
and I don't get color banding.
I am doing this:
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer );
I thought specifying a specific texture format means OpenGL will use it,
no matter what, even if I have a crappy card?