On Fri, Jun 07, 2002 at 01:31:59PM -0400, Al Tobey wrote:
> So, I'm guessing that textures aren't loaded into memory before starting
> the rendering?  I don't really mind waiting a few more seconds for
> textures to load (if they're all loaded up front) if my app/game will
> run faster as a result.
> 
> I think my idea was misunderstood (just an idea!).
> I suggest convert->jpeg->original format because jpeg will remove some
> data from the texture resulting in something smaller.  I'm only talking
> about at load time, up front reducing the actual size of the texture. 
> Not real time compression/decompression.
> 
> Here is a file with 100% quality, and the same at 50% quality:
>  22407 Jun  7 13:25 hal.jpg
>   4403 Jun  7 13:25 hal1.jpg

Oh.  You're misunderstanding something here.  You're starting with a JPEG
which is worthless to the card.  A more fair example would be to take an
uncompressed TGA or TIFF or PNG, convert it to JPEG, and convert it back.
The final image will be the same size as the original, but it will have
worse quality.

-- 
Tell that to the Marines!

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