I have a general Java3D question, that may also relate to to hardware.
If I load up a RGB texture that is, say, 256 x 256, that is equal to
65535*RGB = ~ 192 K of texture memory (non-mipmapped)
If I load up a GIF texture that is the same 256 x 256, that is equal to
65535 * 8-bit image = 65535 of regular memory
What happens to the 8-bit image when it is converted to texture memory
in Java3D?
I know that some hardware can texture natively using 8-bit images, and
thus you can get with much more textures (of course, at a less color
resolution) if you use them.
Does this just work "automagically" in Java3D?
Thank guys!
Shawn
Full Sail
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