I have a number of greyscale texture maps that I’m using for masking, modulation, and as inputs to shaders. I’m wondring if I will see a performance improvement by loading these as GL_LUMINANCE with glTexImage2D instead of GL_RGB or GL_RGBA.
While it seems intuitive that the smaller memory footprint would provide a boost, I’ve found that in Java2D you get the best performance if all your BufferedImages have the same pixel format.
Mark McKay