GL texture limits...overcoming?

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Rodney Hoinkes (rhoinkes++at++imm-studios.com)
Wed, 03 Dec 1997 23:00:17 -0500


Hello all,

Tonight I was playing with some new models in our Performer-based
applications and found redraw speed to be horrible on our Onyx2 IR (2RM,
512MB RAM). The models were large in texture usage (~140MB) and required
careful Apply/Idling. However, that was not enough and with ~1/2 the
model displayed (but the whole model loaded) redraw was terrible. The
same 1/2 of the model, when loaded alone had a great redraw.

Investigating further, I noticed on the shell that I was getting the
following message;

bogus priority interval on bank 1

about 6-12 times/redraw.

A little more checking revealed the model when fully loaded contains
some 122 textures (and I want to add more!). I am sure somewhere I read
(in a man page?) that GL (IRIS or Open) only support 100 defined
textures max.

So my questions are;

1) am I correct about the 100 texture limit?
2) does my problem (from the description and error msg) seem to reflect
a problem of going over a texture limit?
3) what solutions exist (easy->hard) to get around this? I know I
'could' pre-define slots for X number of Yres textures, X2 number of
Y2res images, etc. and subload things in and out. Is there a
better/easier/more recommended way to deal with this situation?

Any and all assistance greatly appreciated;

Dr. Rodney Hoinkes
VP Technology
Immersion Studios Inc.
www.imm-studios.com
rhoinkes++at++imm-studios.com
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