Joseph Carter wrote:

> Both have a memory footprint of around 32 megs on standard levels, and can
> need as much as 150 megs on some extended levels.  This is purely the size
> of the textures in use.  Keep in mind that the 320x200 texture used by the
> console background takes 64000 bytes in software-rendered Quake, but
> requires either 262144 or 524288 bytes in OpenGL.  Reason?  OpenGL
> textures are 32 bit color, not 8 bit, and they must be a power of two in
> each direction.  This means that the texture becomes either 256x256 or
> 512x256, on cards that can support 2048x2048 textures (which is anything
> not made by 3dfx..)
> 
> Textures add up fast.

When the SGI Visual Workstation released in 1999, we had a demo made
by a group at an Italian university (sorry, can't remember the name)
where they took a bunch of still photos of the ruins of a Roman city,
scanned them, stitched them together and pasted them over a very
simplistic geometric model and created a walkthrough of the city.  It
looked very realistic.  It used about 192 Mb of texture memory, if I
recall.

There are 128 Mb in my $80 video card, so I can't feel much concern
about texture sizes.

-- 
Bob Miller                              K<bob>
kbobsoft software consulting
http://kbobsoft.com                     [EMAIL PROTECTED]
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