Re: Textureobjects, TexObjectID, TexSelectID

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Dave Akers (dla@sgi.com)
Mon, 23 Aug 1999 12:00:34 -0700


Hi Manfred,

  To answer your first question: If you are running on IR graphics, Volumizer 1.1
will select SHARED_OBJECT as the optimization type in volumeOptimize
(BEST_PERFORMANCE). In this case, all of your textures will share a single texture
object. (This texture object is the size of just one brick, so Volumizer does the
texture management itself when it renders.) This is done for performance reasons
to avoid a very expensive texture _upload_ caused by the way the IR texture
manager works.

  Texture select ID's are used only for interleaving, and are not the same thing
as texture object ID's. Any two bricks that are interleaved will share the same
data in memory. To distinguish them from each other, they have different texture
select ID's (0 and 1, respectively.) These texture select ID's are used to index
correctly into the brick data. If X is the offset computed when ignoring
interleaving, then 2*X + getTexSelectID() is the offset corrected for
interleaving. (getTexSelectID() returns 0 if the texture is not interleaved.)

Hope that helps!

-Dave

Manfred Weiler wrote:

> Hi,
>
> I have some questions concerning the generation and use of texture objects
> inside of Volumizer. One of the major (volme)optimization step of Volumizer is
> to create textur objects. To my knowledge every generated texture object should
> have an unique ID. Therefor I'm a little bit puzzled when the voOptimizeVolume
> method tells me that it has created not less than 8 objects with the same ID.
> I can't also belief that it is always the same object because the volume is too
> big to fit into texture memory.
> Could anyone tell me how this could be possible. In this context I also wonder
> what this TexSelectId you can ask every voTexture3D object for is like and what
> it is used for.
>
> Manfred.


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