On Wed, Dec 10, 2014 at 9:32 AM, Robert Osfield <[email protected]>
wrote:

>
>
>>
>> My final objective is if my texture sizes are less I should have more
>> texture memory available in graphics memory to load additional textures.
>> And i am trying to verify whether OSG loads OpenGL with actual texture size
>> (in my case RGBA8) or uses always RGB/RGBA format only. The display anyway
>> will not be affected but unnecessary texture memory will be allocated I
>> guess. The discussion above is on OSG with OpenGL & not OSG with OpenGL ES.
>> I am using OSG for our Simulation research & I do not doubt its
>> capabilities. But since I am neither a novice nor a full expert in OSG I
>> came across above doubts that someone in forum can answer/reply.
>
>
> If you want to minimize the texture object size on the GPU then you should
> use OpenGL compressed textures.
>
> Robert.
>

This advice from Robert is spot on. You will achieve 8x or 16x savings by
using OpenGL compressed textures rather than standard 32-bit RGBA in your
.ive files. You don't achieve any savings in .ive by converting to 8-bit
PNG because OSG unpacks all such images to 32-bit RGBA before storing in
memory (since 8-bit PNG is not a format the graphics card understands).

Eric
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