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Re: Alignment requirements for Client Storage and Texture Range extensions ?



Am Dienstag, 6. Mai 2008 15:57:22 schrieb David Geldreich:
> Does this 32-byte alignment of rows is a general constraint to avoid  
> OpenGL copying ? Or does it depend on hardware/driver/os combination ?  
> If so, how could I programmatically get this value ?
Direct3D has a 32 byte alignment for texture/vertex buffer start addresses, 
and 4 to 8 byte alignment for surface pitches - that's probably where these 
values come from(or the dx values come from a hardware requirement).

I don't know any way to retrieve these properties, but I recommend using pbos 
if possible. This allows the driver to pick at least the buffer start 
alignment. I think you can still use client_storage in addition to eliminate 
the memory use for the extra copy, but the pbo<->client storage interaction 
isn't documented(I must remember to file a bug report for that)

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 >Alignment requirements for Client Storage and Texture Range extensions ? (From: David Geldreich <email@hidden>)



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