Angus Dorbie (dorbie++at++bitch.reading.sgi.com)
Tue, 8 Oct 1996 10:38:00 +0100
eg:
pfTexFormat(texy, PFTEX_INTERNAL_FORMAT, PFTEX_RGBA_8);
I think the RGBA_8 is equivalent of RGB_8 for 3 component textures.
Cheers,
Angus.
On Oct 7, 12:42pm, Lee Dixon wrote:
> Subject: Re: Texturing on MaxImpact
> I've had the same problem on our High Impact. In an attempt to solve
> the problem, I tried two things:
> Texture images are intensity, not rgb.
> Ensured that internal format was intensity
> Forced Performer to use a 10bit/per rgb visual, although not double
buffered.
>
> I still can see dithering in the textures. From the way the response sounds,
> the dithering is taking place because of bit planes in the texture memory,
> not because of the visual. Is this true? This dithering problem has made
> our mini-onyx unusable for the applications we run on our real onyx.
>
> Lee Dixon
> lee-dixon++at++iplmail.orl.mmc.com
>
>
>
> { The IMPACT only supports 4 bit per component rgb hardware texturing
> { with 1 Mb of TRAM, the RE2 typically defaults to 5 bit rgb texturing
> { with Performer, hence the difference.
> {
> { If you want to improve your road then either convert the image to a 1
> { component texture for 8 bit precision, or if you have 4 Mb of TRAM you
> { can change the internal format to 8 bit per component rgb.
> {
> { Angus.
> {
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