   1000-  8 bits images and direct3d  memory problems
  I have about 1000 8 bits images (256 index colors) and  i converted them all to  D3DFMT_A8R8G8B8 format because there is not support for D3DFMT_P8 in most of today's video cards.    The problem is  that these 32 bits images eat alot of memory  ( about 200 megabytes).  Has someone a tip  for using 8 bits images in direct3d without converting them to a 32, 16, or 24 format?thanks in advance   
  The graphics cards should support luminance formats (one 8-bit or 16-bit channel),you could then do the lookup in a palette via a pixelshader based on the grey values.Marc   ;  Or you use one of the DXT compressed texture formats.   ;  DXT compressed texture formats sounds good to me   