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DarkBASIC Professional Discussion / Texture problems/bugs ...

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Fallout
21
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 30th Dec 2002 19:51
Two problems with textures -

-When loading a matrix texture, and pasting it onto the matrix, there seems to be a size limit. I cant tell whether it's a limit to the amount of divisions you can make to a matrix texture, or the texture itself. Either way, I tried it with a 3000x3000 texture and its simply invisible. When I scaled it down to 1500x1500 it became visible, but seemed to be trimmed down. Unfortunately I cant post an example because the graphic files are too large.

-I keep loading in objects and trying to texture them from within dbpro. This wont work either. Normally I just get a blank colour across all faces off the object. I think maybe this is related to texture size as well.

Just curious as to whether anyone else has had these problems?

Also, any objects I import with black parts in their textures cant be made transparent. Transparency seems to work with objects made inside db, but imported .x files cant be made transparent.
Machine: P4 2200, 512MB, GeForce4 64MB, Audigy Platinum

There's a junglist inside every coder. http://www.kontact-kru.com for my own personal breakbeat terrorism.
IanM
Retired Moderator
21
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Joined: 11th Sep 2002
Location: In my moon base
Posted: 30th Dec 2002 20:32
Assuming your textures are 16 bit, then your 3000x3000 texture would take up 144MB - a little bit more than your graphics card can handle I think The 1500x1500 comes out at 36MB which does fit.

I can't help you with the transparency thing I'm afraid.
Fallout
21
Years of Service
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 30th Dec 2002 22:32
Hmm .. how did you come up with that value? Please show me your forumla.

I'm using 24bit RGB colour bitmaps. That's 3 bytes of texture memory per pixel for a bitmap. The equation is Xpixels * YPixels * memory_per_pixel ... which is 3000x3000x3 which is under 27MB of memory. In fact, you can fit a 24bit bitmap of up to 4700x4700 into 64MB of texture memory.

Machine: P4 2200, 512MB, GeForce4 64MB, Audigy Platinum

There's a junglist inside every coder. http://www.kontact-kru.com for my own personal breakbeat terrorism.
IanM
Retired Moderator
21
Years of Service
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Joined: 11th Sep 2002
Location: In my moon base
Posted: 30th Dec 2002 23:29
Oops, my bad.

You are right ... but you are not taking into account that other things use up your video memory.

You also have a minimum of 2 screen-sized bitmaps stored (primary display and backbuffer + maybe others). Depending on your drivers, they may actually be bigger than your screen resolution.

And unless you are planning a particularly boring game/demo you are bound to have other textures loaded.

Try loading your texture and using 'system dmem available()' either side to get the actual memory usage.
IanM
Retired Moderator
21
Years of Service
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Joined: 11th Sep 2002
Location: In my moon base
Posted: 30th Dec 2002 23:30
Forgot to mention that your texture is probably also converted to 32 bit.
Fallout
21
Years of Service
User Offline
Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 30th Dec 2002 23:43
Yeah, I'll try that mem test to see what's happening inside, but there must be some sort of bug though. I mean, with 64MB of texture memory, I should be able to load in a 3000x3000 bitmap, and with the 1500x1500 image there're still problems.

It's all a bit weird.

Machine: P4 2200, 512MB, GeForce4 64MB, Audigy Platinum

There's a junglist inside every coder. http://www.kontact-kru.com for my own personal breakbeat terrorism.

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