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DanielKruyt

Member Since 02 Mar 2013
Offline Last Active Jun 13 2014 06:39 AM
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Topics I've Started

'Texture streaming'?

27 November 2013 - 04:27 PM

Hi there,

 

I'm looking to learn the correct terminology for what I can best describe as 'texture streaming' to aid me in my Googling. It's the problem of memory constraint, when you need to load a texture dynamically because the camera has moved from a city to a forest and you need a whole stash of new textures.

     The texturing system I currently use in my engine ( which I am writing for educational purposes as well as a hobby ) is based on a texture array. I use each layer as an atlas except in the case of textures that need to be repeated, where I resize the textures to the maximum resolution and fit them into their own layers.
    The problem with this is that I do not know if I even *can* 'stream' new textures into the same texture array, or any algorithms to do so in a timely fashion, hence I need to know what this is called. Any papers/tutorials/etc on the subject are appreciated as well.

 

Thanks for your time,

Daniel Kruyt


What makes using high-res textures slower?

06 October 2013 - 10:20 AM

Hi there,

I'm trying to figure why high-resolution textures seem to cook GPUs more than low-res ones. Is it the fact that you need to do more memory reads per texture and therefore use more bandwidth? If that is the case, surely, when the triangle being rasterized is taking fewer pixels of the screen, performance should increase?

Thanks,
Daniel Kruyt


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