// Render main chain.
GLuint cbcr_full_tex = resource_pool->create_2d_texture(GL_RG8, WIDTH, HEIGHT);
- GLuint rgba_tex = resource_pool->create_2d_texture(GL_RGBA8, WIDTH, HEIGHT);
+ GLuint rgba_tex = resource_pool->create_2d_texture(GL_RGB565, WIDTH, HEIGHT); // Saves texture bandwidth, although dithering gets messed up.
GLuint fbo = resource_pool->create_fbo(y_tex, cbcr_full_tex, rgba_tex);
chain->render_to_fbo(fbo, WIDTH, HEIGHT);
resource_pool->release_fbo(fbo);
resource_pool->release_2d_texture(cbcr_full_tex);
// Render preview chain.
- GLuint preview_rgba_tex = resource_pool->create_2d_texture(GL_RGBA8, output_channel[OUTPUT_PREVIEW].width, output_channel[OUTPUT_PREVIEW].height);
+ GLuint preview_rgba_tex = resource_pool->create_2d_texture(GL_RGB565, output_channel[OUTPUT_PREVIEW].width, output_channel[OUTPUT_PREVIEW].height); // Saves texture bandwidth, although dithering gets messed up.
fbo = resource_pool->create_fbo(preview_rgba_tex);
preview_chain->render_to_fbo(fbo, output_channel[OUTPUT_PREVIEW].width, output_channel[OUTPUT_PREVIEW].height);
resource_pool->release_fbo(fbo);