Preloading of textures
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
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on Mon Aug 10 1998 - 17:52:53 PDT