[Bf-committers] 8192 image size overflow
Fri, 03 Oct 2003 01:34:12 +1200
I'm not loading it into hardware! I'm just in the renderer. It uses
more than 222MB of memory - there is a bump, spec + colour map at that
size. And mipmaps. According to top, I use ~ 1.1GB at peak. I have a
lot of swap turned on. :) Running under Valgrind uses about 3x normal
memory, so I had 8GB of swap for that.
It looks like Blender doesn't do hardware texture mapping (except UV,
which I'm not using) it samples the material colour per vertex, which is
a lot cheaper.
OK, so lets see what happens if we UV map it!! ;)
Blender loaded it. It took ~42 seconds to go from wireframe to Alt-Z,
but it got there. After that, I easily have enough framerate to change
AMD Athlon(tm) XP 2800+
GeForce FX 5200 128Mb
Redhat 9 Linux 2.4.22-rc3
Alexander Ewering wrote:
>On Fri, 3 Oct 2003, Kester Maddock wrote:
>>It seems to work here... (Linux) I'm not getting the warnings about
>>memory corruption anymore.
>>I'm using the 10k James Hastings Trew Earth textures (from the Blender
>>Texture CD) which are 10800 x 5400.
>How can you use such a large image with hardware texture
>mapping? According to my calculator, the image you mentioned
>above is already 222 MB (if it's 4 bytes per pixel)... do
>you have such a lot of texture RAM?
>I have a nice image of the earth at 1 km per pixel resolution
>here (43200 x 21600), 2.6 Gigs or so... but I doubt there's
>any consumer graphics card that has this amount of RAM :)
>| alexander ewering instinctive new media
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