Shawn,

Java3D will send down 8-bit image as 8-bit image to OpenGL or DirectX.
So it's up to the driver if they can texture natively using the 8-bit image.

Charmaine Lee
Java3D Engineering Team



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> Content-Transfer-Encoding: 7bit
> Date: Tue, 30 Jan 2001 11:20:42 -0500
> From: Shawn Kendall <[EMAIL PROTECTED]>
> Subject: [JAVA3D] Texture memory use of GIF vs. RGB
> Comments: To: Kelvin Chung <[EMAIL PROTECTED]>, Paul Byrne
<[EMAIL PROTECTED]>, Doug Gehringer <[EMAIL PROTECTED]>
> To: [EMAIL PROTECTED]
>
> 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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