Game Development Community

Texture management...who do it?

by Samme Ng · in Torque Game Engine · 07/25/2004 (8:40 pm) · 2 replies

I found sometime TGE cannot render some texture, especially using lower end model of display card.

I am wondering who will responsible for the texture memory management? How can I know why the texture could not be rendered (although the getGLName() return non-zero nor -1). Who responsible for texture swapping out and in from video memory?

I am using 64Mb display memory graphics card.

#1
07/26/2004 (12:05 am)
You haven't really given enough information to answer that question with, but here are some possibilities:

It could be your textures are too big, in which case some hardware won't support them. There is nothing Torque can do about this without dramatically slowing down rendering (ie, splitting textures and models up).

Perhaps you're using a pixel format that is not supported on some cards. There is little Torque can do about this.

If you exceed the available texture memory the driver _should_ start swapping textures from system memory, which is exceedingly slow. It's possible on older or odder cards this is broken!

In most cases the answer is: the driver.
#2
07/26/2004 (11:11 am)
Remember also that textures must always be in powers of 2 in both dimensions.