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Re: Texture size / GL_MAX_TEXTURE_SIZE ?

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Texture size / GL_MAX_TEXTURE_SIZE ?
From: Frank Condello <developer at chaoticbox dot com>
Date: Thu, 16 Nov 2006 15:18:32 -0500
Delivered-to: listarchive at realsoftware dot com
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <C180F4E7 dot 8269%mauitom at maui dot net> <554AF8E5-45C9-47AA-80C8-DC2815AFC7C6 at xochi dot com>
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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