[SDL] Palettized picture looks bad, but only in SDL
Zephaniah E. Hull
warp at babylon.d2dc.net
Thu Aug 28 17:49:01 PDT 2003
On Thu, Aug 28, 2003 at 01:28:45AM -0400, Glenn Maynard wrote:
> I use this with OpenGL, and it's both a big texture memory win and a
> nice speed bonus with no quality penalty. 16-bit textures are usually
> faster than 32-bit textures in OpenGL, due to the memory reduction, but
> you pay a quality penalty; paletted textures give a speed bonus with
> no penalty at all, if the image happens to fit in a 256-color palette.
The main problem with this, is mipmapping.
You can get some truly ugly results, simply because the right mix of
colors does not exist in the palette, and I'm not sure if you can have a
different palette for each mipmap level. (I strongly suspect that you
can not.)
--
1024D/E65A7801 Zephaniah E. Hull <warp at babylon.d2dc.net>
92ED 94E4 B1E6 3624 226D 5727 4453 008B E65A 7801
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