View Full Version : A lot of textures (400+)

03-04-2001, 11:36 PM
I got a small project running with a lot of textures(400+). I figure that ainīt no good to bind them all at init. (They donīt fit in VRAM). My question is: What are the different ways to handle large texture resources in a project?

03-05-2001, 12:03 AM
I think that you can bind them all (however verifying the success of the operation) and prioritize textures with the appropriate functions: so you can let opengl to handle the tranfers of the textures form ram to vram...

03-05-2001, 04:41 AM
you could attempt to concatenate the textures (assuming that they are small) this would entail making the small textures a bigger one in a quilt like fashion and modifying texture coordiates

03-05-2001, 07:00 PM
Just the same problem.
If I have lots of 32X32 textures will it be better(faster) if I concatenate them?

03-05-2001, 09:31 PM
Sure, since you dont have to call glBindTexture every so often. The drawback is just that repeating/tiling the textures becomes a bit impossible. http://www.opengl.org/discussion_boards/ubb/smile.gif

Have to break up geometry then.

03-06-2001, 02:56 AM
Also, when you page textures like this gluBuild2DMipmaps won't work correctly so you'll have to generate your own mipmaps.