Re: Performer allocating texture mem

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Angus Dorbie (angus++at++division.co.uk)
Wed, 31 May 1995 10:44:23 +0100


> What mechanism does Performer use to allocate texture memory? We have RM5s
> and a flt database with a lot of textures, but after loading about 12 megs it
> freezes up. My theory is that the texture memory is getting fragmented (most
of
> our textures are really small, 16x16 or smaller) and that the loader is
> going into a loop looking for a large enough chunk of memory to fit that next
> texture. Is this plausible? If so what do I do about it?
>
> Dave
> --
> David Luebke
> luebke++at++engr.sgi.com

Perhaps the deficit is due to the generation of mipmaps, the numbers seem
right for this to be the case. How did you arrive at the 12 megs number?
When applying mipmap minification filter you should add another 1/3 to account
for the memory they use if you are simply totaling image size.
Don't know about the loop, loading big textures can take a long time (when
mipmapping).

-- 
 Angus Dorbie                Division Ltd,
 Software Engineer           19 Apex Court,
 Tel: (01454)615554          Woodlands,
 Fax: (01454)615532          Bristol BS12 4JT,
 angus++at++division.co.uk        UK

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