Hi All,
In my GPGPU application, I want to read from and write to a 16bit 3-channel texture ( internal format = GL_RGB16, format = GL_RGB, data type = GL_UNSIGNED_SHORT, texture size is 832 x 649 ) in each frame. I read about the driver swizzling and data padding in 8 bit texture in following article,
http://download.nvidia.com/developer/Papers/2005/Fast_Texture_Transfers/Fast_Texture_Transfers.pdf
My questions are,
1) Is driver swizzling is applicable for GL_RGB16 textures?
2) Do I need to use GL_BGR_EXT as external format for fast transfer?
3) Will it be advantage to use GL_RGBA16 instead of GL_RGB16 ignoring the memory constraint?
I am using NVIDIA 8600 GT and Intel Core 2 Duo @ 2.66 GHz....
Driver Swizzling in RGB16 texture.
In my GPGPU application, I want to read from and write to a 16bit 3-channel texture ( internal format = GL_RGB16, format = GL_RGB, data type = GL_UNSIGNED_SHORT, texture size is 832 x 649 ) in each frame. I read about the driver swizzling and data padding in 8 bit texture in following article,
http://download.nvidia.com/developer/Papers/2005/Fast_Texture_Transfers/Fast_Texture_Transfers.pdf
My questions are,
1) Is driver swizzling is applicable for GL_RGB16 textures?
2) Do I need to use GL_BGR_EXT as external format for fast transfer?
3) Will it be advantage to use GL_RGBA16 instead of GL_RGB16 ignoring the memory constraint?
I am using NVIDIA 8600 GT and Intel Core 2 Duo @ 2.66 GHz....
Driver Swizzling in RGB16 texture.