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Re: texture quandery.
Fred Dech (fred@cerulean.bvis.uic.edu)
Chikai Ohazama wrote: > > So if I understood this correctly, you're trying to render a volume that > is 512x512x128x2bytes. This is a 64 MB volume. The 2D texture you need > for your UI is 128x128x4bytes. This is 64K. > > So there is no way you're gonna be able to put in the 2D texture, no > matter how small, because you're volume takes up all of texture memory. > When you load in the 2D texture all of the 64 MB volume is swapped out of > texture into main memory, and then back in again when you render the > volume again. The bricking does not make any difference since you're > gonna be using the same amount of texture memory. > right. a 512x512x128 volume will fill up all of the texture memory. so all of the 64 gets swapped out. this swap rate should be much faster than it is, however. i can run the same application with a 512x512x250 volume but no 2D texture and get better than 12fps (using geometry caching of course).
there's something else going on here.
> 2. Since your image is only 128x128, maybe draw it with a bunch of -- Fred Dech fdech@uic.edu VRMedLab (312) 413-3092: fax (312) 996-8342
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