Re: Changing or modifying textures

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Jim Helman (jimh++at++surreal)
Fri, 02 Jun 95 20:06:48 -0700


If all of your textures can reside in the texture memory of the
graphics subsystem, you should create a pfTexture for each, download
them (pfApplyTex) and then change which pfTexture the pfGeoState for
the object is pointing to.

If they won't all fit, then you need to page textures down to the
graphics pipe. First, you can only do it rapidly for non-mipmapped
textures using a texture def'd with TX_FAST_DEFINE and subtexload.
You can subtexload into a Performer defined pfTexture by making GL
calls directly (in the DRAW process only). pfGetGLHandle returns the
GL texture id. With care, it's possible to run at a solid 60Hz and
page in 1-10meter/texel terrain imagery as CAD/Madrid has done.

Note that 2.0 has support for texture animations, and that OpenGL
improves the ability to page individiual levels of a mipmapped
texture.

rgds,

-jim helman

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


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