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tga texture 16/32bit colour depth

Started by February 02, 2001 10:29 AM
0 comments, last by penetrator 24 years ago
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

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