Re: Preloading of textures

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Mike Weiblen (mew++at++paradigmsim.com)
Thu, 16 May 1996 14:58:03 -0500


In this case, the problem is the number of textures.
There is a hard limit of 512 entries in the GL-internal
texbind table. Drawing a scene containing >512
textures causes texbinds on every frame, as the textures
fight for a slot in the table. No way around it that
I know of, other than using larger (and thus fewer) textures.

-- mew

Neil Matson wrote:
> 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?

-- 
Mike Weiblen                  talkto:214-960-2301 x292
PARADIGM Simulation, Inc.     faxto:214-960-2303
14900 Landmark, Suite 400     mailto:mew++at++paradigmsim.com
Dallas TX 75240               http://www.paradigmsim.com

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