Ok.  I didn't understand the format that the card was expecting.  A
large misunderstanding on my part.  Thank you for clearing that up.

-Al

On Fri, 2002-06-07 at 14:07, Ian Romanick wrote:
> On Fri, Jun 07, 2002 at 01:31:59PM -0400, Al Tobey wrote:
> > So, I'm guessing that textures aren't loaded into memory before starting
> > the rendering?  I don't really mind waiting a few more seconds for
> > textures to load (if they're all loaded up front) if my app/game will
> > run faster as a result.
> > 
> > I think my idea was misunderstood (just an idea!).
> > I suggest convert->jpeg->original format because jpeg will remove some
> > data from the texture resulting in something smaller.  I'm only talking
> > about at load time, up front reducing the actual size of the texture. 
> > Not real time compression/decompression.
> > 
> > Here is a file with 100% quality, and the same at 50% quality:
> >  22407 Jun  7 13:25 hal.jpg
> >   4403 Jun  7 13:25 hal1.jpg
> 
> Oh.  You're misunderstanding something here.  You're starting with a JPEG
> which is worthless to the card.  A more fair example would be to take an
> uncompressed TGA or TIFF or PNG, convert it to JPEG, and convert it back.
> The final image will be the same size as the original, but it will have
> worse quality.
> 
> -- 
> Tell that to the Marines!
> 
> _______________________________________________________________
> 
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