Lionel Maiaux (maiaux++at++silicium.corys.fr)
Tue, 27 Feb 1996 09:23:36 +0100
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 ?
This archive was generated by hypermail 2.0b2 on Mon Aug 10 1998 - 17:52:27 PDT