Leaving textures in memory, good or bad? 2004-03-06 - By Neto
Back I think Director will force the texture upload if you change it's image property. In the game I'm working on the W3Ds for the levels have all their textures extracted into a specific cast and replaced by 1x1 pixel images. When loading the level, the game will loop through all the textures and change their images to the ones in the cast member. I tought this proccess would take a while, but it's actually the fastest step in the level loading routine, taking no more than a couple dozen milliseconds to complete. And it seems to force all textures to be in the VRAM, because after I implemented such loading scheme, the game no longer stalls when a never-seen-before model with a big texture becomes visible.
-- -- Original Message -- -- From: "Berndt Garbotz" <berndt@(protected)> To: <dir3d-l@(protected)> Sent: Friday, March 05, 2004 10:14 AM Subject: Re: [Dir3d-l] Leaving textures in memory, good or bad?
> hi, > > for our sammy kiosk project we forced our textures to be in ram. We have > all texture placed on some shader, then we switch to a special 'high' > cam above the scene. > This is hidden with an overlay. You need an updatestage before switching > to your 'normal' inscene cam. > So we forced 50 MB textures into vram. We used that to prevent > stuttering during the game. > > Berndt > > > noisecrime wrote: > > However there is no gaurantee at this stage that the texture will be placed > in the cards vram, thats entirely up to the API to decide, you have no > control over it. If its not on the card then its going to be in your main > memory. > > > > __ ____ ____ ____ ____ ____ ____ ____ ____ ____ > Dir3d-l mailing list > Dir3d-l@(protected) > http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l >
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