Re: GLX in bad state
Ove Kaaven <[email protected]>
| Newsgroups | gmane.comp.emulators.winex.devel |
|---|---|
| Organization | TransGaming Technologies Inc |
| Message-ID | <1081079004.16694.1434.camel@renegade> |
lør, 03.04.2004 kl. 22.17 skrev Gavriel State: > In a typical frame from the opening intro, there are a total of 22 UpdateTexture > operations, on 8 different textures. The sizes of these textures are as follows: > > 128 x 128 > 256 x 256 > 128 x 128 > 512 x 256 > 128 x 128 > 128 x 128 > 128 x 128 > 256 x 256 > > At 32 bpp, this amounts to about 1.2 Megs of RAM. Oh, almost forgot to mention: Each pbuffer comes with its own Zbuffer, so the actual VRAM spent here is the double (2.4 MB). That is, over 1 MB is wasted here, and there's not much to be done about that with the current API. For the record, ARB_render_texture would not help with this waste; with it, we'd still have a separate zbuffer per pbuffer/texture combo, so something else is needed to fix the VRAM waste completely.