mardi 29 avril 2014

RGBA4 format with type GL_UNSIGNED_BYTE


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I can understand RGBA4 with UNSIGNED_SHORT_4_4_4_4 , where each color component will be 4bits. But if we are using RGBA4 internal format for a texture with type unsigned byte, then how is that interpreted?


What I can understand is here each component will be 8bits , but then what '4' will signify in RGBA4? Will it consider the first 4 bits of every 8bits/component and neglect other?



asked 33 secs ago






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