Re: [info-performer] Texture animation

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From: Brian Furtaw (brian++at++sgi.com)
Date: 07/09/2003 13:10:46


You would get much better performance by simply subloading the data.
OpenGL, Performer and the operating system are all going to heavily
penalize you for managing texture memory as you are. So create one
pfTexture *tex = new pfTexture;
Then tell the texture it will be subloaded.
tex->setFormat(PFTEX_SUBLOAD_FORMAT, PF_ON);
Then use the setLoadOrigin,setLoadSize, setLoadImage methods to specify
where and how much new data to expect each frame. This will be the
fastest method of displaying the textures and since you are subloading
you can first define a power-of-2 texture then just download the areas
of the frame that have changed saving you bandwidth.

Brian

Renteria, Jose (Cont,ARL/CISD) wrote:
> Hi performer users,
>
> My goal is to animate a series of textures (about 10,000 textures, about 5G) on a RAVE display. Given texture memory limitations, I would like to load textures and deallocate texure memory (e.g. delete 1,000 textures at a time after displayed). Is there any straight foward way of doing this.
>
> If I do something as simple as:
> while(1)
> {
> tex = new pfTexture();
> tex->load("file.rgb");
> pfDelete(tex);
> }
> Memory is never released and the simple example would eventually exhaust all memory and exit. How is memory released in this example???
>
> As a result, I keep getting a KONA_DMAREAD error/warning and eventually the program is exited with a SIGCHILD error. I believe that this will be solved by releasing the texture memory allocated during a pfTexture load.
>
> Thanks for any pointers.
>
> Jose
>
>
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Brian Furtaw (brian++at++sgi.com) Mailstop: DSE-2612 Graphics Guru Office:(301)814.6858 Fax: (253)323-8182 12200-G Plum Orchard Drive OpenGL/OpenGL Performer/Commodity Graphics Silver Spring, Maryland 20904 Solutions and Integration Services


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