From: Brian Furtaw (brian++at++sgi.com)
Date: 02/18/2000 08:58:13
I believe by default Performer uses texture formats which have less then
8 bits per component on the Octane and Infinite Reality hardware.
Infinite Reality's texture fast path is 5551 textures and Octane is 4444
textures. This would show up as color banding thou not lack of color.
Perhaps the 3ds loader is using the wrong formats. Why not run `ogldebug
perfly <database.3ds>' and trace the gl calls out to a file. You should
be able to see how your textures are setup. Let me know what is in your
glTexImage2D() calls.
Brian
David Roman Esteban wrote:
>
> the textures are power of 2 I forgot to say that
>
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