I have sent large movies (512x256) and easily kept 60hz. This is on a machine with AGP and a lot of texture ram (the actual mhz won't make too much of a difference).
The Voodoo2 only accepts 256x256 or smaller...if you try to display anything larger, it will just reject the texture and make the polygon white. pix_movie does not try to resize the texture or anything else. Also, pix_movie immediately uploads the texture, so if it isn't a power of two, you will not have any texturing.
To the list,
What are people's thoughts about how to handle non-power of two sized textures? My primary goal is always speed, which means that I don't like to use automatic conversions, etc. I would rather that the texture upload/whatever fail than do a silent conversion for me. However, I know that this approach confuses other people who don't know about the internals of how the hardware needs the textures....
Later, Mark
============================ = mdanks@stormfront.com = Lead Programmer PS2 = http://www.danks.org/mark ============================
-----Original Message----- From: Linium [mailto:intent@club-internet.fr] Sent: Sunday, May 06, 2001 9:43 AM To: pd-list@iem.kug.ac.at Subject: [PD] pix_movie
Hello,
What amount of fps can we get with pix_movie with a 500 mhz computer at 320*256, and ... let say 640*512 ? It is just to have an idea.
I have a voodoo2 and I know that this card cannot display too big texture (I don't remember if it is 256*256 or less), does pix_movie will be able to display movies with resolution higher than this maximum texture size ?
Best regards,
Linium
On Mon, 7 May 2001, Mark Danks wrote:
To the list,
What are people's thoughts about how to handle non-power of two sized textures? My primary goal is always speed, which means that I don't like to use automatic conversions, etc. I would rather that the texture upload/whatever fail than do a silent conversion for me. However, I know that this approach confuses other people who don't know about the internals of how the hardware needs the textures....
I do prefer speed too, because if a project has a certain size, and the system is doing performance intensive conversions implicitly, it is very hard to figure out where the performance was lost.
I think a simple warning within pix_texture would suffice to make people aware of the power-of-two problem.
To solve it a pix_resize can be prepended to pix_texture (Note: not always, pix_video on linux has a problem with that, maybe there are other image generators which don't behave as expected, they should be fixed)
Guenter
On Mon, 7 May 2001, Mark Danks wrote:
To the list,
What are people's thoughts about how to handle non-power of two sized textures? My primary goal is always speed, which means that I don't like to use automatic conversions, etc. I would rather that the texture upload/whatever fail than do a silent conversion for me. However, I know that this approach confuses other people who don't know about the internals of how the hardware needs the textures....
Later, Mark
In OpenGL there is a call, glTexSubImage2D, which allows you to partially or completely replace an existing texure with another (subImage). The helpful thing here is that only the original texture needs to be power of 2. The subImage can be of any size up to the original tex size. The main restriction is that you would not be able to bind a non-power-of-2 sub-texture flush to the edges of a polygon, if that's what you require. There will have to be a margin on each axis equalling: origTexWidth - subTexWidth origTexHeight - subTexHeight
I'm not sure if this is anything you're looking for, or if it has already been implemented in GEM, but just thought I'd mention it since I'm currently using it on an OpenGL/CAVE project that involves streaming webcam images from my house to the VR lab and importing them into the virtual environment. No, it's not yet working. I have to learn Perl script to do some pre-processing, first.
-dan