I was reading the docs on GlDrawPixels and noticed that it has to convert from whatever pixel color format you send the function to an internal floating-point value… Is there a preferred color structure that will minimize the amount of processing the library has to accomplish? RGB/ARGB/GRB/ etc?
This tends to be platform dependent, but I assume you’re talking about WIndows. I think it’s ABGR on Windows OpenGL implementations but BGRA matches the layour of Windows DIBs. The best approach is to measure these to see if there’s any difference. Cards are pretty good at swizzling these days so you may not see a difference.