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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