Re: Preloading of textures

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Kowsik Guruswamy (kowsik++at++coryphaeus.com)
Thu, 16 May 1996 12:31:17 -0700


On May 16, 1:23pm, Neil Matson wrote:
> Subject: Re: Preloading of textures
>
> 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

Ah! I missed out the '512' part of original posting. This is a RE2/IrisGL bug.
You can only have 512 textures at any given time, even if the total texture
size comes out much less than 4 Mbytes. So you can have 512, 2x2 textures and
as soon as you texdef the 513th, your program is going to thrash like crazy.
Can someone in Performer team confirm this? Is this valid for OpenGL?

I have seen this happening before and the only solution is to combine textures
and index into them with your texture coordinates. If I remember correctly, the
RM4 or RM5 shouldn't matter since you are exceeding the maximum number of
textures that the RE2 can handle.

Hope that helps,

K.

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