Thanks, Ralph, that may be true.

So to investigate further, I modified the test to generate various patterns
of sizes of textures and arrived at the following postulate:

   "the set of all textures (w and h rounded to the next even number) need
to fit into a single 2046x2046 plane"

Does that seem correct?  It seems strange that such a limit exists, even if
there is significantly more video ram available.

Brian

On Fri, Jan 21, 2011 at 7:18 PM, Ralph Thomas <[email protected]> wrote:

> Probably 2048x2048 is the largest texture you can create on that
> platform. You could find out using glGetIntegerv(GL_MAX_TEXTURE_SIZE,
> &maxSize);
>
> On Fri, Jan 21, 2011 at 7:03 PM, brian mcgann <[email protected]>
> wrote:
> > The standard interactive "test-textures" demonstrates unexpected behavior
> > when texture sizes exceed around 2000x2000.  After that point, the
> rendering
> > of the texture remains all black.
> >
> > We modified the test to continuously build textures through the range,
> > rather than ending the test after the max size is rendered, to see
> whether
> > the rendering would return to the normal image when the size returned to
> > small from the max.  No change - once the image turns black it remains
> > black. No errors are reported by the test.
> >
> > We are using the osx backend on MacBook, and we have seen this behavior
> from
> > versions 1.4 through 1.5.12.
> >
> > This effect is manifesting itself in our Clutter-based application in
> that
> > once a threshold of some number of texture images is reached, they all
> turn
> > black.
> >
> > Any help would be greatly appreciated.
> >
> > Brian McGann
> >
> > _______________________________________________
> > clutter-app-devel-list mailing list
> > [email protected]
> > http://lists.clutter-project.org/listinfo/clutter-app-devel-list
> >
> >
>
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