Of course your right - I should have given more specifics, so here
goes...
My base line systems (that I aim to get the 30-60fps on) is,
Flat Panel iMac which has a NVIDIA GeForce 2 MX w/ 32 MB VRAM and the
800 MHz iBook which as a ATI Mobility Radeon 7500 w/ 32 MR VRAM
As for the amount of texture data - in a game which has a level editor
I can never be sure.
But here's a educated guess...
5 1600x1200
100 20x20
300 64x64
2 800x600
All at 16-bit color with a 8-bit alpha mask.
The 800x600 and 1600x1200 are used for backgrounds and other full
screen graphics - and as such they will be scrolling by the screen
constantly. The 20x20 are animated tiles. And finally the 64x64
textures are a educated guess at the animated sprites size. At any
point in time there may be a very large (1000) number of tiles and or
(50) sprites on the screen.
So as you can see its not only a few large textures but also a slew of
smaller textures (which are used for sprite and tile animations).
- lee
On Sep 17, 2004, at 11:58 AM, John Rosasco wrote:
Without knowing the amount of texture data and the specific device
you're using it's tough to
answer this question.
For any application that pans over a large texture, you can
can use a predictive tiling strategy to subtexture portions of the
texture that the application
anticipates the user will require soon. This will constrain the
required uploads considerably.
_______________________________________________
Do not post admin requests to the list. They will be ignored.
Mac-opengl mailing list (email@hidden)
Help/Unsubscribe/Update your Subscription:
http://lists.apple.com/mailman/options/mac-opengl/email@hidden