Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Results 1 to 4 of 4

Thread: Problem with high resolution textures?

  1. #1
    Junior Member Newbie
    Join Date
    Sep 2001
    Location
    Bath, UK
    Posts
    7

    Problem with high resolution textures?

    Hi all.

    Try as I might, I cannot get my GeForce 3 under OS X to render a 2048x2048 texture. Is there a hardware (or driver) limit I'm unaware of? I have shedloads of texture memory, under Cocoa (Interface Builder) I've switched off the depth buffer, stencil buffer and accumulation buffer in the hope of reclaiming a few Mbytes, and I'm only running a 720x576 window, so I *definitely* have enough RAM to do this.

    Any help would be much appreciated, thanks.

  2. #2
    Junior Member Newbie
    Join Date
    Jul 2000
    Location
    Greenbelt, MD, USA
    Posts
    29

    Re: Problem with high resolution textures?

    I was under the impression that the maximum texture size was 256x256...

  3. #3
    Advanced Member Frequent Contributor
    Join Date
    Aug 2000
    Location
    Cardiff University
    Posts
    654

    Re: Problem with high resolution textures?

    There is a max tex size, but it is card dependant. You can query the max size, but I can't remember if it is getstring or getinteger.

  4. #4
    Super Moderator OpenGL Guru
    Join Date
    Feb 2000
    Location
    Montreal, Canada
    Posts
    4,264

    Re: Problem with high resolution textures?

    Use proxy textures to see if its possible. The Geforce3 can go up to 4096x4096 TEXTURE_2D

    but maybe your driver is old or something.

    V-man
    ------------------------------
    Sig: http://glhlib.sourceforge.net
    an open source GLU replacement library. Much more modern than GLU.
    float matrix[16], inverse_matrix[16];
    glhLoadIdentityf2(matrix);
    glhTranslatef2(matrix, 0.0, 0.0, 5.0);
    glhRotateAboutXf2(matrix, angleInRadians);
    glhScalef2(matrix, 1.0, 1.0, -1.0);
    glhQuickInvertMatrixf2(matrix, inverse_matrix);
    glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
    glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •