Preloading of textures

New Message Reply Date view Thread view Subject view Author view

Neil Matson (matson++at++phoebus.ncsc.navy.mil)
Thu, 16 May 96 09:10:03 CDT


Hi,
  I'm running on an Onyx RE/2 (5.3) with 2 RM5s. I've experienced problems
with preloading textures (in GL). I understand that an RM4 has 4 Meg of
texture memory and an RM5 has 16 Meg of texture memory and that added
RM boards increase your fill rate. However, when I try to preload textures
I can only preload 4 Meg until internal texture management paging takes over
and starts removing early textures. I am using TX_FASTDEFINE when defining
the textures and am "prebinding" to avoid start up delays/ pay attention to
texture bank ordering / etc. I have reduced the problem to this:
I define then pre-bind the textures one after another (all same size 64x64
shorts). After each def/bind I check to see if the first one is still loaded
(it is the "oldest" one so it seems it would be "paged" out first) with
"istexloaded" (for debug). After I reach the 4 Meg boundary, the first
one returns that it is not loaded. There are no other textures loaded,
there is no mip-mapping, etc. I have tried this on two identical machines
and have gotten the same results. I only thought something was wrong
because the program would "hang" while it shuffled the texture memory.
It seems that 16 Meg of texture memory could handle this ( only need about
8 Meg for the application). Since it uses a TX_FASTDEFINE token I have
tried binding both a NULL texture and a real texture. I don't even
get to the subtexload at all before the RMs start swapping out texture
space.

I can send example code if this isn't just an oversight on my part.

Thanks,

Neil


New Message Reply Date view Thread view Subject view Author view

This archive was generated by hypermail 2.0b2 on Mon Aug 10 1998 - 17:52:53 PDT

This message has been cleansed for anti-spam protection. Replace '++at++' in any mail addresses with the '@' symbol.