Brian Furtaw (brian++at++sgi.com)
Wed, 13 Nov 1996 09:11:14 -0500
Lots of internal formats exist which are less then 16 bits per component. The
texel size is still 16 bit however. Other formats I can think of are 5551 their
is an 8 bit format also. Here is an excerpt from the pfTexture man page which
lists all the supported internal formats. The man page also mentioned that for
speed you should use an internal format that matchs the file format the image
is being loaded from.
The internal formats, and the number of bits per texel for each, are:
PFTEX_RGB_5 16-bit texels. The default 3
component internal format.
PFTEX_RGB_4 16-bit texels. The default 3
component internal format if
PFTEX_RGB_5 is not available (IMPACT
systems).
PFTEX_RGB5_A1 16-bit texels.
PFTEX_RGBA_4 16-bit texels. The default 4
component internal format.
PFTEX_IA_8 16-bit texels.
PFTEX_I_8A_8 16-bit texels.
PFTEX_I_12A_4 16-bit texels. The default 2
component internal format.
PFTEX_I_8 16-bit texels. The default 1
component internal format.
PFTEX_I_16 16-bit texels.
PFTEX_IA_12 24-bit texels.
PFTEX_RGBA_8 32-bit texels.
PFTEX_RGB_12 48-bit texels.
PFTEX_RGBA_12 48-bit texels.
Brian
On Nov 13, 8:03am, Martin Suter wrote:
> Subject: Texture: internal format
> Ciao Performers,
>
> Is there a way to create textures that use internally
> 8 or even less bits per texel (something like 'pseudocolor')
> or is 16 bits per texel the minimum for the internal format?
>
>
> _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
> Martin Suter Remote Sensing Laboratories
> Research Associate University of Zurich
> Email:suter++at++geo.unizh.ch Winterthurerstrasse 190
> Phone:+41 - 1 / 257 51 63 CH-8057 Zurich; Switzerland
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>-- End of excerpt from Martin Suter
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