From: christopher.g.dorosky++at++lmco.com
Date: 03/21/2000 10:20:54
I am seeing some strange things with texture memory downloads and want to
clarify something.
I have a very large building, which has a 1K*1K texture associated with it,
with one quarter of the texture covering each wall.
If I never explicitly do a texture->load(), and the texture is not in
texture memory, but the associated image is in regular memory, and I fly
around to see only one wall, what happens?
Does the pipe
A) Download the entire texture to texmem and render the 1/4 it needs
B) Figure out the 1/4 it needs and download that portion.
I am in the middle of a disastrous attempt to preload textures before I need
them. Cliptexturing already handles the terrain, I just have problem with
buildings. If I try to preload the whole texture at once, it takes an
excessive amount of time. If I try to break it up, it is much worse.
Incredibly, the best results come from not preloading anything, and letting
the pipe handle everything automagically. Unfortunately, this results in
occasional frame hiccups, which I am trying to eliminate.
I have tried the pfutexturemanager, but it doesn't seem to understand the
cliptexture, and the automatic load function with the maxtime on it simply
takes a list of textures, and loads an entire texture, and checks to see if
it overran the max time before continuing. Does anybody have an example of
preloading a large texture in a real-time friendly manner?
I have a feeling I am making this much harder than it has to be. Any
suggestions would be appreciated.
Christopher Dorosky
Senior Electronic Systems Engineer - Real Time Simulation
Lockheed Martin Missiles and Fire Control - Dallas
christopher.g.dorosky++at++lmco.com
972-603-2349
This archive was generated by hypermail 2b29 : Tue Mar 21 2000 - 10:21:55 PST