Used a faster method for checking for power of 2 on the image dimensions and
did a check on forcing 16bits textures in osg::Texture (which speeds things up on the Umea model which is performance bound by texture memory.), the later check is now commented out.
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@@ -416,6 +416,11 @@ void Texture::applyTexImage(GLenum target, Image* image, State& state) const
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break;
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}
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// an experiment to look at the changes in performance
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// when use 16 bit textures rather than 24/32bit textures.
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// internalFormat = GL_RGBA4;
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if (_subloadMode == OFF) {
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if( _min_filter == LINEAR || _min_filter == NEAREST )
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