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From: Dair G. <da...@re...> - 2004-07-22 20:49:38
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Keith Wiley wrote: >My highest res textures, which of course cover the entire area of a >terrain tile, are 1024 pixels across, or just over 1 mil pixels square >(2 mil bytes of course). Granted, that's a pretty big freaking >texture, but I do have a very modern computer. Should I be getting a >hiccup for this kind of texture-loading? Try running the OpenGL Profiler app - that should let you see what's happening in terms of communication with the card. >Is there anything that can be done to alleviate this problem? Can I >slowly load a texture in pieces in advance of needing it, by >anticipating its need in the future, so that it is mostly loaded by >the time it is needed? You can't load it in pieces (other than splitting it into separate textures), so shrinking it would be my choice. >Smaller tiles means many more objects in the world which slows the >program down. Do you do any visibility culling yourself? At the moment Quesa won't do this for you, but if using smaller tiles is to be avoided because it increases the number of things in your world, you may be able to reduce the impact by reducing the number of things you actually submit on each frame. -dair ___________________________________________________ mailto:dair+refnum.com http://www.refnum.com/ |