Hello,
On 11/29/2013 06:35 AM, Spiegelberg, Erik wrote:
> I am having an issue with my TextureLoader. For a Project I am using 3D
> Textures with a resolution of 1024*1024*96 pixel at 3 Channels.
>
> This Texture should result into roughly 288mb in memory as I deactivated
> mipmapping.
hmm, I'd say you can pretty much assume that your 3 channel texture is
padded to 4 channels to improve alignment on the GPU, which increases
the used memory somewhat, but not to the point where it should be exhausted.
[SNIP - code]
> The program continues to run but tex1 is now null and the object is
> rendered in black as my shaders get no data.
>
> This error does not always occur. Sometimes it loads sometimes it doesn't.
>
> During my search for a fix I discovered that I can bypass this by
> reducing the memory reserved in the graphic-card memory below a
> threshold of 200mb.
>
> After loading the texture this way I can load the texture without any
> warnings and I can render my scene without further problems.
>
> I am using a 670gtx with 1,2gb ram which should be more than enough.
Yes, although you need a chunk of it as one contiguous block, which is
more challenging for the driver.
> Are big textures not supported the way I try to use them?
> Are there obvious mistakes I did?
I did not see anything obvious. You could check the value of
GL_MAX_3D_TEXTURE_SIZE, but would have expected a different error if you
exceeded the supported size constraints of your implementation.
I'm afraid I don't have any concrete advice, GPU memory management is in
the hands of the driver and one has only indirect influence on it. You
could try using a GPU debugger or similar tool from your GPU vendor to
get some more insight into memory consumption.
Cheers,
Carsten
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