Since I'm a newbie here, where exactly do I file the bug?
here? https://bugreport.apple.com/cgi-bin/WebObjects/RadarWeb.woa
Just curious; I've never posted a bug before from a developer
standpoint; just apps.
On Sep 22, 2004, at 10:13 AM, John Stauffer wrote:
You file a bug with all of this info. Attach a test app with the bug.
John
On Sep 22, 2004, at 7:11 AM, Shamyl Zakariya wrote:
I just wanted to post an update.
By using glTexGen and the texture matrix stacks, as well as using
the lightmap to do both lightmapping and color assignment (
eliminating my color array ) I was able to eliminate the color and
the two texture arrays. Thanks for the tips! My memory consumption,
for a 1024x1024 terrain went down from ~40 mb to 12... which
satisfies me, greatly.
The bad news, however, is that it STILL chokes on a 1024x1024
terrain, at least on my 5200 FX Go. I tried it out on a
brand-spanking-new dual 2.5 g5 -- beats me what card it has -- and
it ran flawlessly...
The odd thing is that it runs on my powerbook for about half a
minute or so, then just stops, freezing the mouse curser and
keyboard input.
On the other hand, if I disable VBO usage and use just traditional
vertex buffers, it runs fine on my powerbook. Slowly, but fine.
So, I examined the values of GL_MAX_ELEMENTS_VERTICES &
GL_MAX_ELEMENTS_INDICES and got the same values John reported, 2048
for vertices and 150000 for indices. I'm curious about those
numbers, however.
The number 2048 for vertices seems awfully small. Perhaps I'm
misunderstanding what it actually represents? It cannot possibly
refer to the number of vertices that can be uploaded by a VBO, can
it? I mean, first, 2048 float[3] vertices comes only to 0.2 megs or
so... that seems small when my card has 64 megs of vram. Secondly,
my 512x512 terrain runs faster using VBOs than normal vertex buffers
and that terrain has far more than 2048 vertices, so I have to
assume that all the vertices are in fact being uploaded.
So, any ideas why it's stalling? I can live with 512x512; but I'm
trying to give my agents a large & complex environment to explore
and the more detail the better. My goal is one square kilometer with
1 meter resolution...