Hi; On Mon, 2008-09-29 at 13:04 -0700, ere wer wrote: > > Hi, Matthew, > test-textures crashes with message box: > > Microsoft Visual C++ Runtime Library > Runtime error! > Program: ... > abnormal program termination > > When crashed it was at 6500 and ate about 500MB ram (I have 4gb, so its not a > system ram problem; my video is gF8800GT 512ram) > > I cannot create backtrace because gdb hangs until the program is force-quit > from the taskmanager. >
Without a backtrace there is little I can say / advise. It looks like its hitting the limits of your cards texture memory so maybe there is an issue there with the driver - I really dont know. > > Anyway, please answer my other questions. > > Is it possible to know the max image size? > > Will texture have (drastically) different limits on different computers? > > Is not "sliced" supposed to work around "the gpu limitations", or it helps > only with the video cards`s max size of a single texture limit, not the video > ram limit... as far as I remember (from my limited d3d exp) there should be > an option to store the tex in system memory, although it will be slow. > Right, 'slicing' is there to work around any image size limits. > Overall how reliable texture is for (many?) normal-large images? Looking to > some cool "interactive desktop" toy apps with many spread digital photos, I > wonder if Clutter could handle this by itself, or it must relay on some heavy > coding to pass only images within some limits for it to render. > Clutter currently does no texture 'proxying' in swapping/caching images in/out of texture memory to disk. Its not too hard however to implement this for a specific use case. Making it very general is quite hard. === Matthew -- Matthew Allum, Intel Open Source Technology Center -- To unsubscribe send a mail to [EMAIL PROTECTED]