Texture metrics
by Gaelen Hadlett · in Torque Game Engine · 12/12/2005 (8:20 am) · 4 replies
I am trying to get some data on texture usage, but metrics(texture) does not seem to work. The values come up, but they stay at the defaults. I know metrics(video) needs glenablemetrics(1) to work- is there a command similar required for metrics(texture) ?
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#2
how should one interpret NumTexelsLoaded ?
I'd like to use this metric to guage our texture footprint, obviously.
i'm getting a value like about 40,000,000 texels.
which translates to something like 40M * 4Bytes = 160 MBytes ?
- is that memory which is actually in-use on the graphics card ?
12/19/2005 (11:51 am)
On a slightly off-topic note,how should one interpret NumTexelsLoaded ?
I'd like to use this metric to guage our texture footprint, obviously.
i'm getting a value like about 40,000,000 texels.
which translates to something like 40M * 4Bytes = 160 MBytes ?
- is that memory which is actually in-use on the graphics card ?
#3
12/19/2005 (1:53 pm)
It might just be incremented whenever texels are loaded, ie, represent the total number of texels that have flowed through the system... I'd suggest grepping for the variable that maps to and seeing when it's updated to get a 100% accurate view of exactly when it is getting incremented/decremented.
#4
InteriorLMManager::downloadGLTextures()
TextureManager::registerTexture() / registerCubeTexture()
decremented in
InteriorLMManager::purgeGLTextures()
TextureManager::makeZombie()
TextureManager::freeTexture()
i'm not familiar yet w/ these calls,
but they look fairly low-frequency to me.
that is, not called when surfaces change scope.
is that the case ?
hmm, i don't think that is the case,
because the value decreases when i look away from various interiors.
12/19/2005 (2:41 pm)
Incremented inInteriorLMManager::downloadGLTextures()
TextureManager::registerTexture() / registerCubeTexture()
decremented in
InteriorLMManager::purgeGLTextures()
TextureManager::makeZombie()
TextureManager::freeTexture()
i'm not familiar yet w/ these calls,
but they look fairly low-frequency to me.
that is, not called when surfaces change scope.
is that the case ?
hmm, i don't think that is the case,
because the value decreases when i look away from various interiors.
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at least, that's what i did and it's reporting values.