> We don't. anyone can run shockwave3d content trough an
opengl analyzer and
> see what is going on.
It's still like magic to me - just accept the compliment
dammit!
I was doing some more stuff last night and I wondered if
your poking under
the hood could help me answer another question I have.
One of the things that differentiates the quality levels is
the size of the
textures used.
High uses textures as they are, medium is squished half the
size, and low is
a quarter size of the original.
I actually (and accidentally) use two methods of shrinking
the textures.
The skybox takes the image, converts it to an image object,
and successively
halves the size until it's what is needed.
Obviously no problems there, because the texture is only
ever created via
the final 'right size' image object.
The rest, however, I create the texture, then repeatedly
call scaleDown() as
needed.
Now I'm wondering if this is such a good idea after all,
because I don't
really know whether the texture gets loaded into VRAM at the
original size
and is then compressed, which would be bad.
Given the idea is to reduce any extra load on the VRAM, I'm
wondering if you
know the answer to the above - IE whether creating a texture
is likely to
see it put onto the graphics card before the scaleDown()
happens.
Cheers,
Barry
gerbil theburrow.co.uk
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