RE: pfTexture::setLoadImage vs pfTexture::subload

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From: christopher.g.dorosky++at++lmco.com
Date: 09/28/2000 06:52:47


Robert,

It depends on your timing requirements.

setLoadImage can load the texture right away. If your texture is 10MB long,
and you do it in the middle of your app, it will cause a frame overrun.

If you are doing it in the init (or your textures are small) you will be
fine.

Subloading (in my experience) is not a trivial matter. It involves loading
pieces of your texture one at a time, under user control. It also requires a
fairly decent knowledge of openGL, to understand the consequences of what
the man page is (or isn't) telling you.

Try setLoadImage first. If you experience no negative consequences, go with
that. If you need real time performance during texture loads, you may need
to move to subloads later.

Good luck,

Christopher Dorosky
Lead Electronic Systems Engineer - Real Time Simulation
Lockheed Martin Missiles and Fire Control - Dallas
christopher.g.dorosky++at++lmco.com
972-603-2349

-----Original Message-----
From: Subr Robert C Contr AFRL/HEC [mailto:Robert.Subr++at++wpafb.af.mil]
Sent: Wednesday, September 27, 2000 12:39 PM
To: info-performer++at++sgi.com
Subject: pfTexture::setLoadImage vs pfTexture::subload

Hello,

can someone tell me the difference between setLoadImage and subload for
pfTexture. I can see the main differences in the man pages, both say they
skip reformating phase and hense better performance. I am replacing the
entire texture, which is better and why?

thanks.

Rob
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