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iPad OpenGL ES: On Memory texture Size
原标题:iPad OpenGL ES: On Memory Texture Size

I am loading a RGBA texture which is 1024 x 1024. I expected the on-memory texture size would be 1024 x 1024 x 4 => 4 MB . But when I try to print the memory consumption I can see that the texture is taking around 7 - 8 MB, almost double. I was just wondering whether IPad is converting every channel from byte to half-float, So is there any way to specify that every pixel should take 4 bytes and not 8 bytes.

问题回答

说明这一点的最容易的方法是采用一种规模较大的内部格式(如GAL_RGBA8,而不是GL_RGBA),尽管我不清楚这些格式是否在ES中得到了支持。 但是,如果一个ES装置能够储存每频道8个以上的标准RPBA文本,我会感到惊讶。

你们如何决定邮联的记忆消费量? 我对增加记忆表示怀疑,是因为万国邮联的其他重要资源,如万国邮局,而不是忘记花招本身(你给你的记忆)。 并且记住,在使用地图时,这些地图又需要大约33%的基文本记忆。

如果你再次谈到邮联数据的规模,你就会产生案文,那么这确实与案文的大小有任何关系,而且只能取决于你自己的数据。

You have to specify the type and internal format of your texture when you create it using glTexImage2D.

你们可能被安排到L_FLOAT或一些东西。

http://www.opengl.org/sdk/docs/man/xhtml/glTexImage2D.xml”rel=“nofollow”





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