I now am at a point where I want to texture geometries. I have files with textures which have 4 mipmap levels each which share a 256-color palette. So there basically is one byte per pixel which is an index to be matched to an RGB-triplet in a 768-bytes-palette.
My question is, is it worth the effort to use such a texture and haul the palette to the shader on every texture change, or should I rather convert the 0-level mipmap to pure RGB and gluBuild2DMipmaps? My gut instinct tells me the extra lookup and work isn’t worth saving some memory.
Thanks for advice.