From: Don Burns (don_burns++at++peru.engr.sgi.com)
Date: 03/29/2001 09:47:55
Assuming IR.
Textures cannot reside in "one byte" depths. They must be either 16 bit, or 32
bit. Thus a texture of 512x512x1 will actually occupy a space of 512x512x2.
You can use the "DUAL" extensions, however, which will allow you to store two
textures in the same 16 bit space. See glTexImage2D and the GL_DUAL..
extensions, and glTexParamater() GL_DUAL_TEXTURE_SELCT_SGIS section. I'm not
sure this is directly supported in Performer (its not in the man page), but its
worth a try.
-don
On Mar 29, 11:29am, Kevin.Dennen++at++rttc.army.mil wrote:
> Subject: Texture memory usage
> Performers,
>
> I have a terrain model that has several hundred textures assigned to
> it. Each texture is an intensity texture 512x512x1 in size. However,
> when the textures load, the statistics that are output to the screen
> show the texture memory usage as 0.5MB ( 512x512x2? ) in size for each
> texture, although it is also saying that the texture size is 512x512x1.
> This is causing me to be at 125% texture memory usage rather than the
> 60% that I had budgeted for the terrain. Does anyone know why I am
> getting this factor of 2 increase? I have checked the attribute files
> for the textures and it is showing the texture type to be intensity,
> not intensity-alpha.
>
> KD
>
> ---------------------------------------------
>
> Kevin Dennen
> Senior Staff Engineer
> ERC, Inc.
> (256) 842-2030
> kdennen++at++rttc.redstone.army.mil
>
> "Do not worry about your difficulties in Mathematics. I can assure you
> mine are still greater." - Albert Einstein
> ---------------------------------------------
>
>
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>-- End of excerpt from Kevin.Dennen++at++rttc.army.mil
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