Try giving textures that tend to have the most pixels drawn with them
a cached hint, and shared for those textures with the least pixels
drawn from them. This way you can take advantage of caching at least
some textures in VRAM, but still keep your VRAM usage down.
Another thing to take into account is that if some of your textures
are completely dynamic (via the CPU) like video, shared is not a bad
way to go. If you maybe only modify a small TexSubImage each frame
or none of it at all, cached may work better. It's dependent on a
lot of factors, so experiment. YMMV!
Chris
On May 29, 2005, at 7:07 AM, brad gianulis wrote:
Looks like my real problem here is that I'm trying to load too much
into
VRAM.
In my first test, I loaded 27 M of texture memory, displaying
effectively
3.2 million pixels on screen at once. Frame rate: 20
In my second test, I loaded only 17 M of texture memory, displaying
2.7
million pixels. Frame rate: 50
The Mac Mini has 32 M of VRAM on the ATI Radeon chip, so with the
double
buffers and Mac screen display and depth buffer, I'm maxing out.
Renderer
has no choice but to go to system memory, thus slowing things down.
Also, in my tests, I switched between:
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT,
GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_CACHED_APPLE);
and
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT,
GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_SHARED_APPLE);
SHARED seemed to do better, but not by much. Maybe 1 FPS.
-brad
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