[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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