On Sep 21, 2004, at 8:34 AM, Shamyl Zakariya wrote:
I'm running 10.3.5 with a GF 5200 Go with 64 mb vram.
The failure, then, may or may not have been related to the video ram.
When I load my terrain with a 1024x1024 heightmap, it runs for about
20 seconds at full fps quite nicely, then it just CHOKES -- the mouse
cursor stops, keyboard input stops, etc etc -- the whole system goes
unresponsive. If I hit command-q and wait patiently for a while, the
app ( a GLUT testbed ) quits and everything returns to hunkey-dorey.
If I run with a 512x512 heightmap, everything's peachy.
I'll make a test where I run 1024x1024 but using normal vertex arrays
instead of VBOs. That might give me a clue. For what it's worth, I'm
uploading the vertices, color arrays, and two texture arrays.
On Sep 21, 2004, at 10:56 AM, John Stauffer wrote:
I'm curious about a couple things. First, how much video ram can an
opengl app use up "safely" when the app is windowed ( as opposed to
full screen ). My app is a Cocoa app and has standard Cocoa controls
alongside the Opengl display.
Secondly, how can I find out how much video ram is available?
And finally, what happens ( to the app, to the system ) when the
card runs out of memory? I've had the whole system lock up, more or
less, when I got close ( I'm guessing I was using up about 40 megs
vram out of 64 ) -- I have to assume it was a memory issue, since
dropping the number of vertices eliminated the problem.
You should be able to use as much VRAM as you want. Meaning, you
should be able to go far beyond the physical VRAM size as long as you
don't mind the degraded performance of paging.
What version OS and what graphics HW are you running?
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