[Bf-committers] 8192 image size overflow

Kester Maddock bf-committers@blender.org
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 
my view.

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
>| ae@instinctive.de       http://www.instinctive.de 
>| fon: +49-2393-220558         fax: +49-2393-220559
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