Re: Massive Textures

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Jim Helman (jimh++at++surreal)
Tue, 28 Jun 94 11:20:10 -0700


A couple more bits of info.

Currently subtexload and fast define only work for non-mipmapped
textures. Better things are coming with OpenGL.

When you're using idling textures (TX_TEXTURE_IDLE) and then
pfApplying or texbinding new ones to page them down to the graphics
pipe, keep in mind that texture memory fragmentation can occuar. To
completely avoid fragmentation, you need to keep all your pagable
textures the same size and type. And if you're making a major scene
transition in your database (e.g. a VR portal), you can reduce
potential fragmentation by idling the whole set of old textures before
starting to bind/apply the new ones.

rgds,

-jim helman

jimh++at++surreal.asd.sgi.com
415/390-1151


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