From: Jotheph Nemeth
That seems strange, since I read that SL converts textures to jpg on uploading. jpg isn't locked into 24 bit as far as I knew.
when you "send" a image to SL it gets compressed to JPG2000, using a propitiatory encoder, and is locked to 24 RGB or 32 bit RGBA
a 512x512 image is squashed to a really small size for internet transfer, a blip, but once it hits your video card it expands back to its raw RGB/RGBA format, so a 512x512 image now sucks down 786k / +1mb of video ram, which is abit piggish for 80% of SL, but since the client is rendering in 32 bit color you would actually loose performance in conversion cycles
From: Jotheph Nemeth
It also seems strange to me that SL would require a 24 bit texture even if it only has 4 colors.
its not exactly 4 colors, you can use 4, and the next person use another 4 ect ect ect 72,000 + possible pallet combinations
but again your rendering the client in 32 bit, why make it hard and deal with conversions when your already in 32 bit RGBA
From: Jotheph Nemeth
If SL DOES require 24 bit colors on uploaded textures, I would bloody heck change THAT. Otherwise no matter what kind of compression results you get with jpg, it will be more memory than it has to be.
Sure, once it's fully uploaded it can be stored however they need for fast display, but you'd get far better compression by simplifying it from the start.
your already rendering a 32 bit scene, long as the textures are decent in size... its been industry standard
From: Jotheph Nemeth
But the object information I'm making a case for is still valid, even if nothing could be done about textures themselves, which I highly doubt. Knowing what a sim's texture usage is or an object's texture use is useful info, even if you don't believe it. Getting complete data on the objects you are working with is no less useful than getting information on products you buy at the grocery store.
At the very least, people could use this information in conjuction with problems they encounter to help trace bugs.
i agree
From: Jotheph Nemeth
But feel free to dismiss my suggeston here as useless and not worthy, but if SL ever actually provides this data, remember to never ever use it.
its worthy, id vote for the info tab
but for what its worth you can hit ctrl+alt+shift+T and pull up rez and bitdepth while the edit window is open
opaque = 24 bit, transparent = 32 bit
(((x_pixels * y_pixels) * bitdepth) /

= vid ram usage
i propose an offical handbook from the LABS
