hello,

I would like to use paletted textures for my sprite engine to save texture memory. doing the palette lookup is easily done in the fragment program. however I need bilinear filtering enabled and since I use the fragment program I guess I have to write a bilinear interpolation algorithm myself after the palette lookup, right?

my concern now is the the performance impact by doing the filtering in the fragment program. when does opengl (fixed pipeline) internally do the filtering anyway? once when passing the texture parameter after upload or each time during the render process?

is there a best practise?

thx in advance for any advice!

regards
saski