On Wed, 2008-07-02 at 08:28 -0400, Jason Tackaberry wrote: > [Resending to list again; sigh, clutter is the only list I use which doesn't > rewrite Reply-To :)]
Can anyone fix this? I've fallen for that a few times too :( > Is the 3bpp support first converted to 4bpp in software before uploading > to the card, or can textures natively support this formaT? OpenGL certainly has support for uploading textures in this format but I guess potentially the driver might need to internally convert it to a different format, but at least this will always give you the fastest route. COGL lets you pick a different format for the internal texture so you can choose whether you want it to convert before uploading to the card or not. > Is it possible to pass RGB32 (4bpp) but have clutter ignore the alpha > channel? I don't think this is possible without having COGL convert the texture unfortunately. You essentially want to disable GL_BLEND and draw the texture but cogl_texture_rectangle enables GL_BLEND based on whether the texture has an alpha channel. You could of course make a custom actor and override ClutterTexture::paint and draw with raw GL calls but that's not so fun. - Neil -- To unsubscribe send a mail to [EMAIL PROTECTED]
