Re: Dynamic texture

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Nacho Sanz-Pastor. Computer Arts + Developments (nacho++at++comarts.es)
Fri, 16 Jun 1995 10:24:06 -0700


On Jun 15, 6:35pm, ipandzic++at++cui.unige.ch wrote:
> - in order to update the texture in each frame, I have to call pfTexImage
> in each frame (if the texture-mapped object is not culled). Now, this
> gives the big performance penalty. I have tryed to use PFTEX_FAST_DEFINE
> but on the Onyx RE it gives a segmentation fault, and on the other
> machines it doesn't improve performance - I still have to call
> pfTexImage in each frame. The image is 64x64 pixels.
>-- End of excerpt from ipandzic++at++cui.unige.ch

Igor,

  FAST_DEFINE is what you want to use.
  I have used FAST_DEFINE textures on every single possible Onyx config,
working fine. It only works on RE, VTX or RE2 graphics. You can try one of
those:

    - If the image format is not the proper one, I've seen coredumps there.
Anyway, for 32bit RGBA texels that should be no problem, the format is the same
as in lrectwrite.

    - The Gl texid handles you get from Performer are not the proper ones.

    - The texture loading is not done in the DRAW process.

    - The texture has to be binded in the moment you load it in memory. This is
a very handy source of coredumps too.

  Hope this helps,

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