memory usage for 16-bit texture

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  • #30277

    lefty
    Member

    If you create a 16-bit texture using:

            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_texWidth, m_texHeight,

                0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, outPixel16);

    Is the GPU really using 2 bytes per pixel, or does it just convert everything to 32bit internally?

    #34311

    Xmas
    Member

    POWERVR GPUs natively support RGBA4444, so yes, it should be 2 bytes per pixel.

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