Jim Helman (jimh++at++surreal)
Fri, 02 Jun 95 20:06:48 -0700
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
This archive was generated by hypermail 2.0b2 on Mon Aug 10 1998 - 17:51:34 PDT