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
>
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