Re: subload() strikes back

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From: Marcin Romaszewicz (marcin++at++asmodean.engr.sgi.com)
Date: 04/30/2001 15:55:11


What platform are you running this code on?

Do you get an "invalid operation" error in the window where you launched
the program? In your previous email, you said that you're using an RGBA_8
internal format, so 1k x 1k should work on any sgi hardware with 4Mb or
more of texture. Can you use 1024 x 1024 textures that were specified
normally, not subloaded?

The problem with subload is that it has a lot of hardware dependent quirks
which you need to be aware of. Take a look at the glTexSubImage2D manpage,
which will list the hardware dependencies.

When you're testing, set the shell environment variable PFNFYLEVEL to 7,
which will make performer report a lot of statistics. Please respond to
this email with any error messages that you see.

If there's no obvious error, we'll have to take this offline and do some
debugging.

-- Marcin

On Wed, 18 Apr 2001, Sergio Casas Yrurzum wrote:

>
> Sorry to ask the same question again, but I still have the problem.
>
> My problem is that I can't capture more than 256x256 pixels of the
> framebuffer with the subload() function.
>
> (I sent the source code last Friday)
>
> If I change the last two values of the subload() call to ...256,256)
> everythings works OK, but with ...512,512) or ...1024,1024) it doesn't work
> (no subload is made at all).
>
> My window has a 1024x1024 size, and if I made a getImage() before the
> subload(), I read this:
> comp = 4
> s = 1024
> t = 1024
> r = 1
>
> so it seems the size of texture is not the problem.
>
> In addition I am able to load 1024x1024 textures so I suppose the hardware
> is not the problem, but if that load cames from the framebuffer, it doesn't
> work.
>
> Can you help me please?
>
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