MadDog
Member
I'm just getting a 'prof of concept' of my game engine running, and I can't decided to run with a palettised frame buffer or a 15 bit native one. The last time I did some ARM coding was on a pocketPC I had, the memory was slow so the speed up was almost 2x. I turned the 8bit to 16bits when the framebuffer was flipped.
I'm going to run the textures and the framebuffer tiled so having an 8bit FB will fit nicley. But for modern 3D I need alpha blend ops, and for a palattised framebuffer your need lookup's and i'm worried that this would cancel out any benifits of the smaller bandwidth for rendering.
Is any one bothering with 8bit rendering?
I'm going to run the textures and the framebuffer tiled so having an 8bit FB will fit nicley. But for modern 3D I need alpha blend ops, and for a palattised framebuffer your need lookup's and i'm worried that this would cancel out any benifits of the smaller bandwidth for rendering.
Is any one bothering with 8bit rendering?