Re: Preloading of textures

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Neil Matson (matson++at++phoebus.ncsc.navy.mil)
Thu, 16 May 96 13:23:06 CDT


Hi,

 The textures which can preload fine are 512 of 64 x 64 (at 16bits). Math
computation yields 512*64*64*2 bytes = 4 Mb of texture memory. After the
513 is loaded, it unloads the first one (on the system with 2 RM5s). I have
also tested this on a system which has 2 RM4s, and it loads and works fine up
to the 4 Meg boundary (obviously). I am not using mipmaps, and I mean
4 MBytes. Why can't it preload past the 4 Meg boundary?

Thanks,

Neil

>> 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.
>

> When you say X Meg, do you say MBytes, or MTexels ?
MBytes

> - A RM5 has 16 MBytes memory == 8 MTexels 16 bits == 4 MTexels 32 bits

> Do you include MipMaps in your texture size ?
No

------------------------------
Neil


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