Chris Tanner (cct++at++faith)
Wed, 5 Apr 1995 10:51:05 -0700
>
> How are mip maps organized in the two banks in the RE2 texture memory
> ( ordering, padding, ... ) ? When you load bilinear textures, they go to
> each bank interleaved, in texdef order, one to each bank ?
I believe, the initial level goes into the least populated bank.
Then, each mipmap level alternates.
ie:
level 0 -> Bank A
level 1 -> Bank B
level 2 -> Bank A
level 3 -> Bank B
etc.
switch A and B based on the least populated current bank when downloading the
texture.
Currently the only padding is the finest mipmap level (1 x 1) is stored as a
(4x4) texel map.
Dont know for sure about the bilinear textures, but Id assume that they would
go to the least populated bank...Keep in mind that this gets more complicated
as things get swapped into and out of texture memory - ie Im not sure if the
texture manager really might use a "best fit". If you really need to know I
can find out.
(For those of you who didnt understand the banking issue, each RM board has two
texture memory "banks" the account of half of texture memory. Depending of the
type of texture storage required bilinear, bicubic,3d, mipmap, etc. the
textures are layed out differently accross the 2 texture memory banks...In
general this shouldnt make any differences to users, but if you are trying to
squeeze every byte out of your texture memory and are experiencing
fragmentation...)
>
> When you mix bilinear and mipmapped, how efficient is memory distribution
?
> Is it best to first load all bilinear, then mipmapped ?
That probably makes the most sense ie bilinears first, and then mipmaps.
>
> Thank you in advance for all your help.
>
>
>
> Nacho Sanz-Pastor nacho++at++comarts.es
> Computer Arts & Developments
> Anita Vindel 10 bajo
> 28023 Madrid Spain
> tel ++ 34 1 357 27 51 fax ++ 34 1 307 03 39
>
> ------------------------------------------------------------------------------
> Computer Arts & Developments Visual Simulation Group
>
> An asteriod has crashed on Earth, and the Dinosaurs are close to being
extinct
> ------------------------------------------------------------------------------
>
>-- End of excerpt from Nacho Sanz-Pastor Computer Arts + Developments VI
--_____________________________________________________________ Chris Tanner (cct++at++faith.asd.sgi.com) Silicon Graphics - Advanced Graphics Division _____________________________________________________________
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