Re: Max. number of textures

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Rob Jenkins (robj++at++quid.engr.sgi.com)
Fri, 8 May 1998 12:08:51 -0700


I'm not sure if there are any hard limits on other machines ( I don't think so
for iR at least ) but suffice to say that if you have that kind of number of
different textures then you'll be incurring a lot of transform overhead from
texture binds. The GL perf benchmarks give you a measure of how number and size
of textures effects texture performance, try www.specbench.org I'll try to find
if SGI publishes GLperf results externally anywhere.
For a 2Rm Onyx2 iR some things to note are:

o Texture loads are more efficient for larger textures, loading lots of small
textures takes longer than loading the same number of texels in one large
texture.

o Switching between mipmapped textures is much more expensive than switching
between non-mipmapped textures.

Cheers
Rob

On May 8, 11:47am, Mike Weiblen wrote:
> Subject: Re: Max. number of textures
> In the past, the GL has had limits. For instance, on Onyx
> RealityEngine2 the GL has a static table for 512 textures.
>
> -- mew
>
>
> Amaury Aubel wrote:
> >
> > Hi all,
> >
> > a quick one:
> > Is there any restrictions concerning the number of textures in a scene?
> >
> > Amaury.
>
> --
> Mike Weiblen talkto:972-960-2301 x292
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-- 
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Rob Jenkins mailto:robj++at++sgi.com
Silicon Graphics, Mtn View, California, USA
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