Texture ram usage 2004-05-27 - By André Adam
Back Basically yes, though there is a slight difference. Shadow maps are depth maps, storing depth information as a number per sample. So you're not dealing with a picture but with an array of numbers. I guess that mental ray uses 32bit precision per sample, which would make the equation below work for shadow maps as well.
-Andr�
Bernard Lebel wrote:
>Is is the same for shadow maps then? > >Merci >Bernard > > >-- -- Original Message -- -- >From: "Andr� Adam" <a_adam@(protected)> >To: <XSI@(protected)> >Sent: Thursday, May 27, 2004 2:04 PM >Subject: Re: Texture ram usage > > > > >>(SizeX * SizeY * total bit depth of all channels) / 8 = Size in Bytes >> >>In your example this would be (512 * 512 * 32) / 8 = 1048576 Bytes >>This size can increase by about 30% in case of mip-maps being created; >>but in such a case I'd go for .map texture files anyways, which get >>accessed directly on the hard disk instead of being loaded into memory. >> >>Hope that helps. >> >> -Andr� >> >>Bernard Lebel wrote: >> >> >> >>>Hello, >>> >>>In the same vain as how many ram a triangle uses, does anyone knows how >>> >>> >much > > >>>ram uses a texture of let say 512x512? >>>Or better yet, can this be expressed by an equation? >>> >>> >>>Thanks in advance >>>Bernard >>>
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