Texture ram usage 2004-05-27 - By Bernard Lebel
Back All right Andr�,
Encore merci Bernard
-- -- Original Message -- -- From: "Andr� Adam" <a_adam@(protected)> To: <XSI@(protected)> Sent: Thursday, May 27, 2004 3:42 PM Subject: Re: Texture ram usage
> 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 > >>> > > > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > unsubscribe xsi >
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