Original Post
I''m writing some OpenGL code for laptops so I''m trying to cut down memory size and load, etc. I''m thinking for cutting down DepthBuffer size from 32-bit to 16-bit. My Frustrum set by GluPerspective have a zNear and zFar of 0 to 10000. Is it safe to say that 16bit depth buffer is sufficient in my case, because 2^16 > 10000? Is my reasoning correct?
This is set with PixelFormatDescriptor, right? (What other flags can I set to optimize?)
PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // Size of this structure
1, // Version of this structure
PFD_DRAW_TO_WINDOW / // Draw to Window (not to bitmap)
PFD_SUPPORT_OPENGL / // Support OpenGL calls in window
PFD_DOUBLEBUFFER, // Double buffered mode
PFD_TYPE_RGBA, // RGBA Color mode
32, // Want 16bit color
0,0,0,0,0,0, // Not used to select mode
0,0, // Not used to select mode
0,0,0,0,0, // Not used to select mode
16, // Size of depth buffer
0, // Not used to select mode
0, // Not used to select mode
PFD_MAIN_PLANE, // Draw in main plane
0, // Not used to select mode
0,0,0 }; // Not used to select mode