Imagination PowerVR SDK Blog

memory usage for 16-bit texture


#1

If you create a 16-bit texture using:


        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_texWidth, m_texHeight,


            0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, outPixel16);





Is the GPU really using 2 bytes per pixel, or does it just convert everything to 32bit internally?




#2

POWERVR GPUs natively support RGBA4444, so yes, it should be 2 bytes per pixel.