Not sure if this is the right forum for this question, but I'll try:
Is there a good library out there that can automatically create mipmaps for a *palette-based* representation? And that maybe even creates the palettes?
Background is as follows: OpenGL ES defines palettized mipmap textures, i.e you have a given color palette with 16 or 256 color entries, and then an array of textures that together form a mipmap, each of them being an array of indices into this palette. So each pixel requires 1/2 or 1 byte.
What I am looking for is a function/algorithm/library that would take a given texture image and derive both the palette as well as all the mipmap levels, and do a good job at it. The rationale is that especially on mobile devices such a format would significantly reduce the amount of data to be transfered during rasterization.
I'd like to add direct support for this type of textures to Vincent ( ), but only if there are effective tools available that would help a game developer to ceate the texture images in this specific format.
Anyone any thoughts?
Thanks,
HM