Impact texturing problem

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Harri Kaimio (harri.kaimio++at++yle.fi)
Tue, 04 Mar 1997 06:34:02 +0200


Hi all Performers!

I posted a similar question some time ago, but was forced to stop
working on the problem soon after. Now I am back and the problem still
persists:

I am having difficulties in loading textures into Performer during the
simulation in Impact system. I load most texture maps during
initialization (using pfuNewSharedTex) and these seem to work fine.
However, I need to use some textures that are not available at this
time, and when I load them, some of my other textures get corrupted
(rectangular regions of the new texture map start to appear in the
middle of other textures)

This seems to happen only when there are so many textures in use that
the new texture map wouldn't fit in texture memory completely without
paging. After corruption has happened, sometimes cycling through scenes
that have only previously loaded textures clears the problem, but
sometimes it just gets worse.

I have also tried to define the texture at initialization time and use
subtexload to load the new image when it is available, but my success
has been very limited.

I am only having this problem in HighImpact with 4 TRAM (several
machines), not in other systems I am able to test my code (O2, Onyx
RE2). As you may have guessed, Impact is the platform the application
will bee used (or would be used even now if I just got it working...)

Has anyone else had similar problems in Impact? Even better, is there
any solution I could try?

Regards,

Harri

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Harri Kaimio                    |             harri.kaimio++at++yle.fi
Computer Graphics Specialist    |   http://cartes.hut.fi/~hkaimio
Finnish Broadcasting Company    |          Tel. +358-40-50 67 679
TV Production Operations        |           Fax. +358-0-1480 4769
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