Just wondering, does anyone here use the
GL_UNSIGNED_INT_8_8_8_8_REV data format
when updating your textures? E.g:
gl.glTexSubImage2D(target,
level,
0, // x-offset
0, // y-offset
image.width, // src width
image.height,// src height
GL.GL_BGRA,
GL.GL_UNSIGNED_INT_8_8_8_8_REV,
image.pixels);
The advantage of using this is so that Java2D
can render in its fast native pixel format (ARGB)
and you don’t have to manually swizzle the pixels
to OpenGL’s fast BGRA format.
What are your experiences with GL_UNSIGNED_INT_8_8_8_8_REV?
Is it fast? Do you know if the conversion is done
in software (driver) or in hardware (GPU)? Is this
similiarly fast on MacOSX? Thanks…
.rex