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- {: Showcases some of the standard texture formats & compression.
- TextureFormat and Compression are directly controled by the similarly named
- properties of a TGLTexture. You can also control this globally though
- the "default" values.
- For texture compression to work... it must be supported by your 3D card,
- so older boards may not see any change when applying texture compression
- (the setting is ignored by GLScene if unsupported).
- Alternatively, some OpenGL ICD will use only one or two compression formats,
- and you may not see any difference between the standard/fastest/nicest
- compression modes.
- Texture compression is fast, saves memory and helps maintaining a good
- fillrate (by reduceing texture trashing and required bandwidth), so,
- as long as the compression artifacts do not show up too much on your
- textures, use it!
- }
- program TexFormat;
- uses
- Forms,
- fTexFormat in 'fTexFormat.pas' {FormTexFormat};
- {$R *.RES}
- begin
- Application.Initialize;
- Application.CreateForm(TFormTexFormat, FormTexFormat);
- Application.Run;
- end.
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