On Tue, Dec 03, 2002 at 12:24:22PM +0100, Felix Kühling wrote: | ... | But the choice for the following internalformats also depends on the | screen color depth in the current implementation: | | case GL_RGBA8: | case GL_RGB10_A2: | case GL_RGBA12: | case GL_RGBA16: | | case GL_RGB8: | case GL_RGB10: | case GL_RGB12: | case GL_RGB16: | | Would it address your concerns if we would use _mesa_texformat_rgba8888 | unconditionally in all these cases?
I guess I've already covered the design-philosophy issues in other postings, and Brian covered most of the things I would have said in response to your questions. The main things to do are to make sure that the "sized" formats are respected as closely as possible, and to expose all the formats that the hardware can actually support. In cases where the choice of format is ambiguous, there's no perfect answer, but you'll confuse fewer apps if you favor the higher-resolution formats. Games tend to be written with specific hardware platforms in mind, so they're rarely confused. Other apps tend to prefer high resolution. Current and future hardware suffers a lot less performance penality from higher resolutions than previous-generation hardware, so that's the target to aim for. Allen ------------------------------------------------------- This SF.net email is sponsored by: Microsoft Visual Studio.NET comprehensive development tool, built to increase your productivity. Try a free online hosted session at: http://ads.sourceforge.net/cgi-bin/redirect.pl?micr0003en _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel