That's an interesting question... I may have to drop by the khronos forums and ask that.
Thanks again Robert for those benchmarks, it's helpful to know what I'm dealing with. On May 2, 6:38 pm, Lance Nanek <[email protected]> wrote: > It wouldn't surprise me if the Droid has that little. Its graphics > solution breaks the scene up into tiles, which results in less data > being needed at any one time. It also performs depth testing before > doing the texturing, so uses less texture data due to that as well. > > Isn't OpenGL supposed to transparently start swapping texture objects > between main memory and video memory for you when you run out of video > memory? Using it all up may manifest more as a noticeable drop in > performance than an outright error. > > On May 2, 4:42 am, Robert Green <[email protected]> wrote: > > > > > I remember reading that the MSM7200-based phones have 8mb of VRAM and > > so I have to imagine that you could count on at least that much for > > the better GPUs. > > > What's weird though is that I keep finding things talking about how > > the PowerVR SGX530 has 2MB of VRAM which seems awfully low - unless > > that's a texture cache and there is a larger chunk of VRAM that is > > implementation-specific. I don't know.. > > > I couldn't find any info on the QS8250 (snapdragon 1ghz) VRAM. > > > So far I've never run out of vram on any device and I'm loading quite > > a bit in on some games. > > > Antigen uses: > > 256x512 32 bit for story start text atlas > > 256x512 32 bit for main text atlas > > 256x512 32 bit for level bg front > > 512x512 16 bit for level bg back > > 5 256x256 32 bit for characters, shading and faces > > 7 64x64 32 bit for items > > several for the HUD > > and many other smaller ones for glow, particles, etc.. > > > My new 3D game uses (all mipmapped so add 33% more size on): > > 1024x1024 16 bit for main level texture > > 512x512 16 bit for level lightmap > > 4x 512x512 16 bit for characters > > 3x 256x256 16 bit for weapons > > 256x512 32 bit for text atlas > > about 512K-1MB of geometry VBOs > > 256x256 32 bit for HUD graphics > > Many smaller 32 bit ones for projectiles and other small things > > > So really there seems to be ample room there. Both of those scenarios > > load fine on a G1. > > > If you want to write an easy test, write a loop that loads up a 512 32 > > bit (1MB) texture into VRAM and keep count of how many times it works > > until gl.glGetError() returns the out of memory error after > > glTexImage2D. I'd be curious as to what your results are. > > > On May 2, 1:06 am, Jeremiah Sellars <[email protected]> wrote: > > > > This may be just another silly question then, but after doing quite a > > > few searches about different phones... I'm finding the amount of > > > general RAM but not VRAM. Does anyone know this spec for newer phones? > > > I'm developing with Droid or better phones in mind... > > > > On May 1, 6:02 am, Mario Zechner <[email protected]> wrote: > > > > > gentextures only creates handles for you. Actual memory for the bitmap > > > > data is allocated when calling glteximage2D. That will be your biggest > > > > limitation as video ram is of course limited. How much vram is > > > > available is dependent on the chipset/device you are running your > > > > application on. > > > > > On 1 Mai, 00:59, Jeremiah Sellars <[email protected]> wrote: > > > > > > Oh, geez... okay that explains it. Thanks to both of you, that really > > > > > explains it well. Is there then a limit on the number of textures > > > > > GenTextures can return? > > > > > > On Apr 30, 3:39 pm, Robert Green <[email protected]> wrote: > > > > > > > Yeah multiple texture units are only needed for multitexturing, of > > > > > > which the most common use is for lightmapping. > > > > > > > On Apr 30, 4:57 pm, Mario Zechner <[email protected]> wrote: > > > > > > > > The number of texture units and the maximum texture size are not > > > > > > > really related in any way. The number of texture units tells you > > > > > > > how > > > > > > > many textures you can use simultaniously when drawing geometry > > > > > > > (how > > > > > > > many textures can be bound at once). You can have more textures in > > > > > > > video ram than there are texture units, however, you can only bind > > > > > > > #texture units textures at any time. A maximum of 2 texture units > > > > > > > is > > > > > > > sufficient for most scenarios where you have a diffuse texture > > > > > > > and a > > > > > > > lightmap for example. > > > > > > > > The maximum texture size is really just an estimate with most > > > > > > > drivers > > > > > > > and depends on things such as internal storage (which might be > > > > > > > fixed > > > > > > > by the driver anyways) and so on. > > > > > > > > In any case, both numbers will differ from device to device or > > > > > > > rather > > > > > > > chipset to chipset. > > > > > > > > On 30 Apr., 23:19, Jeremiah Sellars <[email protected]> > > > > > > > wrote: > > > > > > > > > I'm wondering if this is just an issue with how the emulator is > > > > > > > > setup, > > > > > > > > but I'm not sure. > > > > > > > > > I'm (natively) calling this: > > > > > > > > > int maxt = 0; > > > > > > > > > glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxt); > > > > > > > > > __android_log_print(ANDROID_LOG_VERBOSE, "Native", "Max > > > > > > > > textures %d", > > > > > > > > maxt); > > > > > > > > > This only outputs 2... could it be possible that I'm going to be > > > > > > > > allowed only 2 textures? That seems impossible... > > > > > > > > > GL_MAX_TEXTURE_SIZE reports 4096 which is more than enough. I > > > > > > > > suppose > > > > > > > > you could lay everything out on a couple of 4096x 4096 images > > > > > > > > (seems a > > > > > > > > bit crazy) but anyway... > > > > > > > > > Am I just running into one of things that will be different per > > > > > > > > phone > > > > > > > > processor? > > > > > > > > > Thanks everyone, > > > > > > > > Jeremiah > > > > > > > > > -- > > > > > > > > You received this message because you are subscribed to the > > > > > > > > Google > > > > > > > > Groups "Android Developers" group. > > > > > > > > To post to this group, send email to > > > > > > > > [email protected] > > > > > > > > To unsubscribe from this group, send email to > > > > > > > > [email protected] > > > > > > > > For more options, visit this group > > > > > > > > athttp://groups.google.com/group/android-developers?hl=en > > > > > > > > -- > > > > > > > You received this message because you are subscribed to the Google > > > > > > > Groups "Android Developers" group. > > > > > > > To post to this group, send email to > > > > > > > [email protected] > > > > > > > To unsubscribe from this group, send email to > > > > > > > [email protected] > > > > > > > For more options, visit this group > > > > > > > athttp://groups.google.com/group/android-developers?hl=en > > > > > > > -- > > > > > > You received this message because you are subscribed to the Google > > > > > > Groups "Android Developers" group. > > > > > > To post to this group, send email to > > > > > > [email protected] > > > > > > To unsubscribe from this group, send email to > > > > > > [email protected] > > > > > > For more options, visit this group > > > > > > athttp://groups.google.com/group/android-developers?hl=en > > > > > > -- > > > > > You received this message because you are subscribed to the Google > > > > > Groups "Android Developers" group. > > > > > To post to this group, send email to > > > > > [email protected] > > > > > To unsubscribe from this group, send email to > > > > > [email protected] > > > > > For more options, visit this group > > > > > athttp://groups.google.com/group/android-developers?hl=en > > > > > -- > > > > You received this message because you are subscribed to the Google > > > > Groups "Android Developers" group. > > > > To post to this group, send email to [email protected] > > > > To unsubscribe from this group, send email to > > > > [email protected] > > > > For more options, visit this group > > > > athttp://groups.google.com/group/android-developers?hl=en > > > > -- > > > You received this message because you are subscribed to the Google > > > Groups "Android Developers" group. > > > To post to this group, send email to [email protected] > > > To unsubscribe from this group, send email to > > > [email protected] > > > For more options, visit this group > > > athttp://groups.google.com/group/android-developers?hl=en > > > -- > > You received this message because you are subscribed to the Google > > Groups "Android Developers" group. > > To post to this group, send email to [email protected] > > To unsubscribe from this group, send email to > > [email protected] > > For more options, visit this group > > athttp://groups.google.com/group/android-developers?hl=en > > -- > You received this message because you are subscribed to the Google > Groups "Android Developers" group. > To post to this group, send email to [email protected] > To unsubscribe from this group, send email to > [email protected] > For more options, visit this group > athttp://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups "Android Developers" group. 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