That's what I thought. It's not a huge deal of work for me anyway. But I
have another question. Do the osg wrappers keep the images in the main CPU
RAM, or in the GPU texture memory only?

2016-04-01 16:26 GMT+01:00 Sebastian Messerschmidt <
[email protected]>:

> Am 01.04.2016 um 16:37 schrieb Bruno Oliveira:
>
> Hello,
>
> I am trying to render a single image with 30.000x30.000 pixels. I do this
> by loaindg a PNG file into a single osg::Image object, and asigningt it to
> a texture within a gl quad.
>
>
>
> However, this crashes my app (my gpu only supports 16.368 pixel images,
> ans had only 2gm ram).
>
> This question has been asked a while ago. Generally the answer boiled down
> to: you most probably can't. OpenGL imposes a limit to the maximum texture
> size. Modern desktop GPUs should handle 8192*8192, but you cannot assume to
> have this. Biggest support I've seen so far was 16384. One option is to
> split the image into pieces and to use multiple adjacent quads with the
> pieces assigned.
> The memory issue might be resolved using compressed textures (basically
> using GL_COMPRESSED_RGB for your texture format).
>
> Do you really need to display the complete resolution? If not, the
> simplest option is to resize the texture before displaying it.
>
> Cheers
> Sebastian
>
>
> How should this be done? Is there some utility in OSG to do this out of
> the box?
>
>
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