i have a 64*64 texture used for color look ups, this means 4096 different colors. to index these colors i use now two floats ranging from[ 0…1 ],
but since i continuously stream these floats from a medium this have a pretty high impact on the speed. For performance it’s better to use a short because
a short has enough bits in it. I’ve tried this code but no results :
gl.glTexCoordPointer(1, GL.GL_SHORT, 0, intensity);
but using this
gl.glTexCoordPointer(2, GL.GL_FLOAT, 0, intensity);
gives good results at the expense of cpu /IO cycles.
any help