Re: IR texture

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Angus Dorbie (dorbie++at++bitch.reading.sgi.com)
Tue, 28 Jan 1997 17:31:11 +0000


I think you mean texture quantisation.

You'll be using 5 bits per component on iR by default.

Use your modeller, a scene graph traversal or a
loader callback to modify the textures in the database
to use an internal format of 8bpc.

You may preffer to use higher contrast textures and
maintain better fill performance.

Cheers,
Angus.

On Jan 28, 11:46am, Jean BENOIT wrote:
> Subject: IR texture
> I work with Performer 2.1 on OpenGL Version
> I notice a problem of dithering on texture like on MaxImpact.
> Another patch on 2.1 ?
>
> Yoel
>
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