tga texture 16/32bit colour depth
This is the problem:
- if I run the program at 32bit, the textured terrain I''ve built looks fine
- if I run the program at 16bit, some parts of the terrain texture are missing, and I can see through.
I think there must be something wrong in the tga texture declaration, I mean there must be a way to bind a texture at 16 or 32 bit or there is another problem ?
I really can''t figure out myself !
on nvidia cards (prolly simular on others) off the top of my head
using a RGB texture internal format in 16 bit will give u R5G6B5
using a RGB texture internal format in 32 bit will give u R8G8B8
check the internal format demo on my site this prolly explains what you''re seeing
can u specify a better internal format
http://members.xoom.com/myBollux
using a RGB texture internal format in 16 bit will give u R5G6B5
using a RGB texture internal format in 32 bit will give u R8G8B8
check the internal format demo on my site this prolly explains what you''re seeing
can u specify a better internal format
http://members.xoom.com/myBollux
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