On Jul 5, 2006, at 5:35 PM, Lo Saeteurn wrote:
Sort of... More like light maps, but by using multiple copies of
the same model (like how you did in Renegades).
Ah. I started to do that on Renegades level 2, but level 5 is where I
think it works best. In keeping with the way commercial games are
done, the light maps are quite small to conserve memory.
At the time, I found that the multiple models worked best for shadows
than it did for bright lights, but the current version of Quesa
should help with your light map endeavor.
In your case, it seems to be memory related. When video memory is
used up, it swaps it to RAM. When it is needed again, it loads it
from RAM.
Hmm. My card has 256MB of VRAM (ATI Radeon 9800 Pro), so I'd hope
there's plenty of RAM. I have a RB app used for Zombies to create
human textures -- only a single model in the RB3Dspace and there's
still a hiccup.
If you really want to pack in the VRAM efficiently, I've read
somewhere about sticking a single large texture into VRAM and
texturing the majority of your models with that -- supposedly speeds
load time and avoids much of the RAM-VRAM swapping. Now that I think
about it, it's probably a trick best suited for consoles with their
fixed hardware requirements, but I think it's an idea worth pursuing.
==
Jeff Quan
jquan at mindspring dot com
http://www.jcquan.com/JQportfolio
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