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Thread: GL_ALPHA and Texture memory

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  1. #1
    Junior Member Newbie
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    Jul 2000
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    GL_ALPHA and Texture memory

    When I look up the definition for glTexImage2D in the
    blue book( OpenGL Reference Manual ) the entry for GL_ALPHA
    is as follows.

    GL_ALPHA Each element is a single alpha component. It is converted to
    floating point and assembled into an RGBA element by
    attaching 0.0 for red, green, and blue. Each component is
    then multiplied by the signed scale factor GL_c_SCALE,
    added to the signed bias GL_c_BIAS, and clamped to the range
    [0,1] (see glPixelTransfer).

    According to this definition, there is no savings of texture memory
    when compared with using GL_RGBA. Is this accurate?

    I am especially interested if this is accurate on the Matrox G400 and
    Nvidia geForce256 chip sets.

    Any ideas?

    Thanks,
    Harley Blumenfeld

  2. #2
    Senior Member OpenGL Pro cass's Avatar
    Join Date
    Feb 2000
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    Austin, TX, USA
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    1,058

    Re: GL_ALPHA and Texture memory

    Harley,

    NVIDIA hardware does save memory when using GL_ALPHA, GL_LUMINANCE, GL_INTENSITY, and GL_LUMINANCE_ALPHA internalFormat.

    The description in the man page is about how a format parameter is converted to an RGBA. This may be necessary, for example, if the internalFormat is GL_RGBA but the format is GL_ALPHA.

    Hope this helps...
    Cass

    [This message has been edited by cass (edited 07-05-2000).]
    Cass Everitt -- cass@xyzw.us

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