[Papervision3D] Optimizing performance: anything else I can do?
John McCormack
john at easypeasy.co.uk
Mon May 11 03:05:48 PDT 2009
Alan,
I can't imagine you getting any more efficiency from bitmaps by altering
the width because, as you say, your RGBA uses 32 bits and that overcomes
the alignment and width issues. Of course, on 64 bit PC they come back
again.
These were interesting...
About OpenGL textures: glTexImage2D
These had to have a width of 2^n +2
http://msdn.microsoft.com/en-us/library/dd368638(VS.85).aspx
About bits and bytes and alignment:
http://msdn.microsoft.com/en-us/magazine/cc534995.aspx
John
> We are dealing with 32-bit image data (RGBA) so a single pixel is
> exactly 32 bits wide...
>
> Alan
>
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