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] _______________________________________________ EuG-LUG mailing list [EMAIL PROTECTED] http://mailman.efn.org/cgi-bin/listinfo/eug-lug
