Mezz
09-13-2002, 10:25 AM
Hi,
I am wondering about specifying image data to OpenGL in different ways during texture creation.
As you probably know, TGA files usually have a BGR byte order and I used to manually swap this round on the CPU and then send it to OpenGL as RGB, but with BGR support being practically universal I'm considering using this and omitting the manual swapping step.
What I'd like to know is if there would be any kind of performance drop in specifying data this way (I was thinking if the driver/card would convert the byte ordering itself then that might be the case).
Thanks,
-Mezz
I am wondering about specifying image data to OpenGL in different ways during texture creation.
As you probably know, TGA files usually have a BGR byte order and I used to manually swap this round on the CPU and then send it to OpenGL as RGB, but with BGR support being practically universal I'm considering using this and omitting the manual swapping step.
What I'd like to know is if there would be any kind of performance drop in specifying data this way (I was thinking if the driver/card would convert the byte ordering itself then that might be the case).
Thanks,
-Mezz