Jim Helman (jimh++at++surreal)
Tue, 28 Jun 94 13:17:30 -0700
With OpenGL, it's less problematic to eliminate fragmentation
in this way, since you can define your own mipmaps. This
means that you can make all of your pagable textures the same
size (say 256x256) and then combine multiple images into a
single texture (say 4 128x128's into a 256x256) without
worrying about the "mixing" of adjacent images that occurs in
the automatically generated Iris GL mipmaps.
Does anyone have texture paging/fragmentation issues that
could not be addressed in this way?
rgds,
-jim helman
jimh++at++surreal.asd.sgi.com
415/390-1151
This archive was generated by hypermail 2.0b2 on Mon Aug 10 1998 - 17:50:22 PDT