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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