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Re: Max size of 3d texture



On 22 Oct 2007, at 17:38, John Stiles wrote:
On Oct 22, 2007, at 3:02 AM, Mark wrote:

128x128x128 is actually much more than I need, I'll probably just need about 40x40x40, which for float32 is 1MB. So video memory should really be no problem - I'm more concerned about the best format to use for the 3d texture, the format that will give best speed.

I really don't know, but I wouldn't be surprised if you need to round up to power-of-two sizes, so you might need to use 64x64x64.

Which makes it 4MB, just to be clear.

Smaller component size nearly always means faster, it'a just less data to fetch from memory (and texture caches work better). I suggest it probably comes down to what you can get away with for your algorithm, and what hardware you're targeting. Remember that 8 bits can take you -1.0 to 1.0 in less than 0.01 size steps with a bit of re-scale/biasing.

Thanks for the reminder Paul.

I intent to do color-space transforms: in L*a*b* the precision is about 0,5% Delta-E, that is OK if only one transform is applied, but for many I guess the errors could be noticeably.

Do you know what is the best way to speed of a single shader - so I can experiment how different component sizes affect performance?

Mark

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References: 
 >Re: Max size of 3d texture (From: Mark <email@hidden>)
 >Re: Max size of 3d texture (From: Stefan Dösinger <email@hidden>)
 >Re: Max size of 3d texture (From: Mark <email@hidden>)
 >Re: Max size of 3d texture (From: John Stiles <email@hidden>)
 >Re: Max size of 3d texture (From: Paul Sargent <email@hidden>)



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