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Texture ram usage

Texture ram usage

2004-05-27       - By André Adam

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Reply:     1     2     3     4     5     6  

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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