fbsubtexload ?

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Lionel Maiaux (maiaux++at++silicium.corys.fr)
Tue, 27 Feb 1996 09:23:36 +0100


On Feb 26, 4:00pm, Sharon Clay wrote:
> Subject: Re: fbsubtexload available on Infinite Reality?
>
> +>---- On Feb 26, 5:25pm, Nicolas Gauvin wrote:
> > Subject: fbsubtexload available on Infinite Reality?
> ->
> ->I would like to know if the Infinite Reality offers something
> ->equivalent to the IRIS GL fbsubtexload and subtexload functions
> ->that are available on Reality Engines.
>
> Yes. In OpenGL, this is the copy_texture OpenGL extension.
> You can update all or part of a texture from the current GL_READ_BUFFER.
> Sample routines are glCopyTexImage2DEXT() and glCopyTexSubImage2DEXT().
> This is implemented on IMPACT as well.
>

I know that this OpenGL extension doesn't work very well on RE2 (it does not
subload other levels of a mipmap texture than 0), and I would like to know :
- if it's a system (5.3), an OpenGL implementation or an harware bug,
- if this bug will be corrected in the future on these machines,
- if this bug will be corrected on Infinite Reality (I hope so!).

If this extension works without bugs on Infinite Reality, it would be
interesting to know a little more about subload performances :
- what is the absolute cost (in ms) for the subload of a non-mipmapped and a
mip-mapped texture with a given size ?
- how does the texture size modify this cost ?
- what is the best place in the DRAW process to subload textures ?


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