efficiency of palleted 8-bit pcx texture

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a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

efficiency of palleted 8-bit pcx texture

Post by a13n »

This might be a silly question to ask but,
1. "Does palleted 8-bit pcx texture do more good than tga in terms of efficiency(speed gain and memory usage)?"

in other words

2. "Is pcx internally treated like a tga, just as jpg is so?"

and

3. "If one is going to use a flat colored texture, which is more efficient, $whiteimage+rgbGen const or palleted pcx?"

Thanks in advance.
Last edited by a13n on Sun Jul 01, 2007 3:02 am, edited 1 time in total.
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

In short: no
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

To which question is your answer, 1 or 2?
And what about Q.3?
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

One and two. The answer to three is that textures are all converted to the same internal format at run-time, so it doesn't matter. Worst case scenario is that your map will take a few milliseconds longer to load.
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

It's a bit diappointing for pcx to have no advantage over tga.
But if I've gotten it right, palleted pcx is allocated constant fewer memory at loading time and it is treated differently from pcx32 as such.
I've been expecting a significant FPS gain with pcx plus texture compression. (and plus obb0)
I'll try a personal timedemo for comparison though.

Thank you ^misantropia^ for your strict answer.
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