Lionel Maiaux (maiaux++at++mica.corys.fr)
Wed, 20 Nov 1996 10:51:10 +0100
A few days ago, Rob Jenkins posts some OpenGL tips on IR :
> Texture memory management tips
> Use texture objects rather than textures in dlists
> OpenGL will make copies of textures for context switching, so
> deallocate your own copies after loading them
> To load a texture immediately: enable texturing, bind your texture,
>and call glTexImage*()
> To load a texture only when it's referenced: disable texturing, bind
> your texture, and call glTexImage*(). A copy will be made!
^^^^
If I use 32 bits mimapped textures (file format) and 16 bits internal format,
what is the size used for this copy ?
1) 32 bits with level 0 only
2) 32 bits with all levels
3) 16 bits with level 0 only
4) 16 bits with all levels
Thanks.
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