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dealing with really really big textures.


cw
February 10, 2007 | 5:31 am

In trying to use large 3d matrices as textures in open GL, one quickly hits the limits of a graphics card’s vram. is it possible to reference a matrix in a texture without moving the entire thing to vram?


February 10, 2007 | 7:44 am

main 3d texture -> jit.submatrix -> jit.gl.texture perhaps?

or you could play with the srcdim type of control too.

On Feb 10, 2007, at 12:31 AM, Colin Wright wrote:

>
> In trying to use large 3d matrices as textures in open GL, one
> quickly hits the limits of a graphics card’s vram. is it possible
> to reference a matrix in a texture without moving the entire thing
> to vram?

v a d e //

http://www.vade.info
abstrakt.vade.info



cw
February 10, 2007 | 7:53 am

I had considered that. the issue is that the section of the texture shown onscreen is a nurbs surface. does the software renderer (rendering on the CPU) have a limit in RAM?


February 10, 2007 | 7:58 am

Could you post a patch perhaps? Im uncertain why the texture being on
a nurbs if of import.

The software renderer has a bunch of caveats, I dont remember them
all specifically, but you will also take a large speed hit as well.

On Feb 10, 2007, at 2:53 AM, Colin Wright wrote:

>
> I had considered that. the issue is that the section of the
> texture shown onscreen is a nurbs surface. does the software
> renderer (rendering on the CPU) have a limit in RAM?

v a d e //

http://www.vade.info
abstrakt.vade.info


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