Switch GL_RGBA to GL_LUMINANCE_ALPHA, possibily a slight speed gain.

More to the point, should cut texture memory usage for the textures in
question in HALF.
This commit is contained in:
Zephaniah E. Hull 2001-01-25 04:13:04 +00:00
parent 33bea927c9
commit 0ec668bc4e
1 changed files with 8 additions and 11 deletions

View File

@ -52,7 +52,7 @@ static void
GDT_InitDotParticleTexture (void)
{
int x, y, dx, dy, d;
byte data[16][16][4];
byte data[16][16][2];
//
// particle texture
@ -63,17 +63,15 @@ GDT_InitDotParticleTexture (void)
for (x = 0; x < 16; x++) {
for (y = 0; y < 16; y++) {
data[y][x][0] = 255;
data[y][x][1] = 255;
data[y][x][2] = 255;
dx = x - 8;
dy = y - 8;
d = 255 - 4 * (dx * dx + dy * dy);
if (d<0) d = 0;
if (d>255) d = 255;
data[y][x][3] = (byte) d;
data[y][x][1] = (byte) d;
}
}
glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 16, 16, 0, GL_RGBA,
glTexImage2D (GL_TEXTURE_2D, 0, 2, 16, 16, 0, GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE, data);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -85,15 +83,14 @@ GDT_InitSmokeParticleTexture (void)
{
int i, x, y, d;
float dx, dy;
byte data[32][32][4], noise1[32][32], noise2[32][32];
byte data[32][32][2], noise1[32][32], noise2[32][32];
for (i = 0; i < 8; i++) {
fractalnoise (&noise1[0][0], 32);
fractalnoise (&noise2[0][0], 32);
for (y = 0; y < 32; y++)
for (x = 0; x < 32; x++) {
data[y][x][0] = data[y][x][1] = data[y][x][2] =
(noise1[y][x] >> 1) + 128;
data[y][x][0] = (noise1[y][x] >> 1) + 128;
dx = x - 16;
dy = y - 16;
d = noise2[y][x] * 4 - 512;
@ -105,15 +102,15 @@ GDT_InitSmokeParticleTexture (void)
d = 0;
if (d > 255)
d = 255;
data[y][x][3] = (byte) d;
data[y][x][1] = (byte) d;
} else
data[y][x][3] = 0;
data[y][x][1] = 0;
}
part_tex_smoke[i] = texture_extension_number++;
glBindTexture (GL_TEXTURE_2D, part_tex_smoke[i]);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 32, 32, 0, GL_RGBA,
glTexImage2D (GL_TEXTURE_2D, 0, 2, 32, 32, 0, GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE, data);
}