Good question Shawn.

I have been wondering about this for some time too, but have been too busy/lazy to  
write a post or run a test.

I'd love to know the answer too!  (..hint, hint j3d team..).

Thanks
Young.

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Young Ly
Liquid Edge Games
http://www.roboforge.com

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On Wednesday, January 31, 2001 5:21 AM, Shawn Kendall [SMTP:[EMAIL PROTECTED]] 
wrote:
> 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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