Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

122 Neutral

About dennis2society

  • Rank
  1. dennis2society

    multiple texture performance with ATI card

    TEX_WIDTH, TEX_HEIGHT were 120. i just changed the base-image-width to 128 and now it works fine. thanks!
  2. i am currently encountering the problem that loading multiple textures with an ATI graphics card results in really bad performance (<1fps) while the same code runs fine with nvidia graphic cards. i read a base image from a file with Magick++ and add different text to the resulting images(one image per displayed object). finally i assign the texture to the correspondig object with glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, TEX_WIDTH, TEX_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, texVector.at(count-1).getTextureBlob().data()); while this works really fine (tested with up to 2500 different textured objects) with my laptops nvidia graphics card, it is completely unusable on ATI cards. does anyone know, how to fix it for ATI? i already tried gluBuild2DMipmaps(GL_TEXTURE_2D........); this improves the ATI performance a little bit, but also reduces performance on NVIDIA. additionally i changed the third argument for glTexImage2D from GL_RGB to GL_RGB_FLOATXX_ATI without any effect.
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!