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? > > > _______________________________________________ > osg-users mailing > [email protected]http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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