Allan Schaffer (aschaffe)
Wed, 5 Apr 1995 06:24:17 -0700
no, 256x256 is the only choice; officially (according to the man
page) it's listed as a bug, but I'd consider it to be more of a
design decision. I'll hazard a guess that this restriction will
never be changed for RE/RE2/VTX (at least for IRIS GL).
> How are mip maps organized in the two banks in the RE2 texture memory
> ( ordering, padding, ... ) ?
don't know.
> When you load bilinear textures, they go to
> each bank interleaved, in texdef order, one to each bank ?
Anytime a texture is loaded it goes to every bank (ie, to each RM
board). Guessing again, I assume the ordering is texdef order unless
a texture has been "idled", in which case it might go into the
"idled" slot if it fits.
> When you mix bilinear and mipmapped, how efficient is memory distribution?
> Is it best to first load all bilinear, then mipmapped ?
don't know.
Allan
-- Allan Schaffer aschaffe++at++sgi.com Silicon Graphics http://reality.sgi.com/employees/aschaffe
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