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Creation of paletted mipmaps


Creation of paletted mipmaps

Postby hm » Jul 21, 2004 @ 8:31am

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
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Postby refractor » Jul 21, 2004 @ 10:50am

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Postby hm » Jul 21, 2004 @ 5:56pm

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Postby torus » Aug 3, 2004 @ 11:11pm

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Postby hm » Aug 4, 2004 @ 12:50am

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Postby torus » Aug 5, 2004 @ 10:22pm

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Postby hm » Aug 6, 2004 @ 3:47am

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