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.
What does exactly the star in size terms in WPF mean?