On 16-Nov-06, at 12:11 PM, Michael Diehr wrote:
This is still well under 16MB, so perhaps something else was
wrong? What if there are two screen buffers?
1024x1024x32 bit texture = 4MB
1024x1024x32 bit texture = 4MB
1152x768x32 bit screen buffer = 3.4MB
1152x768x32 bit screen buffer = 3.4MB
Grand total = 14.8MB
Suddenly, we are quite close to 16MB, so I can see why this may be
failing, given overhead etc.
OpenGL is always double buffered on OS X so yes, there are two
buffers, but there is also (usually) a depth buffer at 24-32 bits.
Plus, if you're using mipmaps then each 1024x1024 texture is actually
over 5 MB.
16MB is pretty tight for such large textures, and even if they do fit
the performance probably won't be too hot. I typically check the max
texture size then set my largest allowed texture to half of that
(i.e. 1/4 size). You can try enabling texture compression which
should probably allow these to fit in VRAM at the cost of quality, or
try the rectangle extension along with Apple's client storage -
though I'm not sure if that'll free up VRAM or not.
Frank.
<http://developer.chaoticbox.com/>
<http://macgameblog.com/>
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