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efficiency of palleted 8-bit pcx texture

Posted: Sat Jun 30, 2007 12:19 pm
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.

Posted: Sat Jun 30, 2007 6:49 pm
by ^misantropia^
In short: no

Posted: Sun Jul 01, 2007 3:03 am
by a13n
To which question is your answer, 1 or 2?
And what about Q.3?

Posted: Sun Jul 01, 2007 7:08 am
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.

Posted: Sun Jul 01, 2007 8:43 am
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.