From: christopher.g.dorosky++at++lmco.com
Date: 10/23/2000 08:43:09
There might be an automatic way of doing this, but you can delete the GL handles for all pftextures. This (I believe) removes the texture from memory, once and for all, until the pipe needs it again to draw. There is a pfu function that can find all textures in the scene, something like pfuMakeTexList, then pass it the pfScene. Anyway, then you delete the GL handle.
This is not in the pfTexture man page. Look at pfDelete man. I think it is near the bottom of the list, and is something like pfDeleteGLHandle.
Make sure you remove the textured object from the scene graph before you do this though, or you will get overridden automatically by the pipe reloading the texture so it can draw the object it need to.
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: Hans-Peter.Hofer++at++se.admin.ch [mailto:Hans-Peter.Hofer++at++se.admin.ch]
Sent: Monday, October 23, 2000 8:27 AM
To: info-performer++at++sgi.com
Subject: Clear texture memory on IR
Hi Performers
System: Onyx2 IR2 512MB / 2RM9 /64MB texture memory
OS: IRIX 6.5.5
I have an application where I have to switch (delete one, load the other
one) between several
database let's call them A and B. Each database requires about 80 % of the
whole texture memory.
Database A has 13 1024x1024
4 512x512
40 256x256 and some smaller textures
Database B has 9 1024x1024
12 512x512
33 256x256 and some smaller textures .
Problem description:
If I start my application and load one (A or B) database =>
no problem.
If I start the application, load A and switch to B and back to A =>
no problem.
When I start the application, load B and switch then to A, I have some areas
where a texture swapping occurs => frame rate drops dramatically down (30Hz
-> 4Hz..6Hz).
I tried to use the command pfuClearTextureMemory in preDraw before loading
the new database, but
this won't get a better result (worse than without).
Does anybody know the reason of this effect?
Is there a fragmentation of the texture memory ?
Is there a way to clear/initialize the texture memory ?
The only, not very helpful, hint I found is
http://reality.sgi.com/performer/perf-98-09/0004.html.
I very pleased for any hint.
Thanks in advance.
Hans-Peter Hofer
Swiss Electronics Enterprise Corp
Simulation & Training
Senior Software Engineer
Stauffacherstrasse 65, Postfach, CH-3000 Bern 22
Phone: +41 31 324 72 80 / Fax: +41 31 324 71 43
Mailto:hans-peter.hofer++at++se.admin.ch
http://www.se-online.ch
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