Gem and texture size
mdanks at Stormfront.com
Wed Aug 16 23:34:46 CEST 2000
Actually, GEM sort of already does this, but not all the way. If you load
the _exact_ same image (this means the exact same file/path name), then the
pix_image has a cache system which means that it is only loaded into the
computers memory once. However, each pix_image still sends its own copy
down to the gfx card.
You could use a single pix_image/pix_texture with separator to do this...I
have done it a lot in the past.
The reason that pix_image doesn't share the actual texture data is that
you can modify the pixel data with other pix objects...pix_image doesn't
actually send the texture data to the gfx card, pix_texture does.
= mdanks at stormfront.com
= Lead Programmer PS2
> -----Original Message-----
> From: umläute [mailto:zmoelnig at iem.mhsg.ac.at]
> Sent: Wednesday, August 16, 2000 1:39 PM
> To: Mark Danks
> Cc: pd-list at iem.mhsg.ac.at
> Subject: Re: Gem and texture size
> i have noticed some times ago, that when i use a huge number
> of sperate
> textures, at a specifique point the CPU-load increases by numbers --
> this is, of course, due to the lack of memory of my grafx-card
> since i only used few *different* texture-images (par example: only 1
> single image, that is textured on let's say 128 geos), i guess there
> could be a way to tell the grafx-card to reserve memory only
> for one (or
> "few") image(s). so there would be no need to access the "slow" main
> How ?
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