PowerVR and Texture sizes

Hello!

I’m curious, how are textures stored in powervr memory. Are the stored in
8R8G8B or R5G6B5 or maybe different format?

That depends on the format in which you’re providing texture data, as well as the platform you are working on.

That depends on the format in which you’re providing texture data, as well as the platform you are working on.

I’m asking because of performance issues.

For example, what would happen when I supply texture in palette format R5G6B5 to nokia n93, would this texture be converted to framebuffer format whilst creating GL ES texture or whenever I use it?

If you provide a palette texture with RGB565 palette colors, the driver will convert it to an RGB565 format texture internally because palette textures are not supported natively.

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