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

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