RE: slow textures on High Impact

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Michael Jones (mtj++at++babar)
Mon, 19 Feb 1996 07:29:02 -0800


Dwight Meglan wrote:
:We have an app which loads 52 textures (totalling about 3.4 Mb) on a
:High Impact (with 4Mb of TRAMS).

There was a version of the Impact software that reserved twice as
much texture memory as it should have. The problem you described
could be caused by this -- I suggest that you check with SGI's
Global Customer Satisfaction group for the latest word on patches
or new software releases.

:Only some of the textures are not powers of two, but all of the
:numbers that I have given here are after the automatic texture
:expansion behavior.

This may be a problem too. (I'm beginning to think that writing
the little "how much texture" printf in the pduDownloadTexList()
function was a mistake -- since it does not warn you in OpenGL
mode about the following problem). Here's the problem:

  Performer does not do the resize for you, GL does. IRIS GL that
  is. OpenGL does not do the texture resize and if you use non
  power-of-two textures for MIP-mapping, will fail in a number
  of interesting ways. My advice is to use "izoom" to fix all of
  your textures; make them all have sizes that are powers of two.

Michael Jones

Be seeing you, Phone:415.933.1455 Fax:415.965.2658 M/S:8U-590
Michael T. Jones Silicon Graphics, Advanced Systems Division
mtj++at++sgi.com 2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311
                    "Du musst Amboss oder Hammer sein" -- Goethe


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