Author Topic: enable4bpp 16bit texture in memory  (Read 1962 times)

Offline Dinin

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enable4bpp 16bit texture in memory
« on: July 30, 2012, 08:05:58 am »
Hi !

I'm trying to reduce memory usage so i tried 'texture.enable4bpp(true)', but in log the same memory is used to load the Texture:
Texture loaded...16384 bytes/64*64 pixels!

In this thread (http://www.jpct.net/forum2/index.php/topic,1963.msg14447.html#msg14447) you wrote:
Quote
The call itself doesn't consume one single byte of memory. The conversion happens during the upload process to the GPU. The texture data in memory is always 8bpp no matter which setting you use.

So is there no way to load 16bit textures to memory ?

Greets and thx
Dinin

Offline EgonOlsen

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Re: enable4bpp 16bit texture in memory
« Reply #1 on: July 30, 2012, 10:00:46 am »
No. But you can either compress them in memory (Texture.compress()) or externalize them with http://www.jpct.net/jpct-ae/doc/com/threed/jpct/TextureManager.html#virtualize(com.threed.jpct.Texture) (please note that there's a flaw in the docs of that method. It should read "Virtualizer" not "TextureVirtualizer").