hi,
is there a limit to what max size an image can be so that pix_image can load it? i'm trying to load an 400M png. does this depend on memory on graphic card? where can i find what is the limit?
l.
On 2010-10-27 18:39, Luka Princic // Nova deViator wrote:
hi,
is there a limit to what max size an image can be so that pix_image can load it? i'm trying to load an 400M png. does this depend on memory on graphic card? where can i find what is the limit?
pix_image itself does not impose any limitations. however:
be small enough to fit into ram
more memory while loading the image than is required to store the uncompressed image); this might depend on the image-loading backend you are using (on linux this is usually imagemagick)
than a hw-dependent size. you can query it by calling glGetFloat(GL_MAX_TEXTURE_SIZE), e.g.
[gemhead] | [GEMglGetFloatv GL_MAX_TEXTURE_SIZE] | (this will give the maximum texture-size in 1 dimension; here (GeForce 7800GTX) it gives me 4096, which means that the maximum texture it can handle is 4096x4096 pixels)
fgjmasdr IOhannes
On Wed, 27 Oct 2010, IOhannes m zmoelnig wrote:
[gemhead] | [GEMglGetFloatv GL_MAX_TEXTURE_SIZE] |
or
[get max_texture_size< | [gf/gl]
where [< is a messagebox you click on.
iirc, a [gemwin] must have been opened though.
| Mathieu Bouchard ------------------------------ Villeray, Montréal, QC
Mathieu Bouchard matju@artengine.ca:
On Wed, 27 Oct 2010, IOhannes m zmoelnig wrote:
[gemhead] | [GEMglGetFloatv GL_MAX_TEXTURE_SIZE] |
or
[get max_texture_size< | [gf/gl]
where [< is a messagebox you click on.
iirc, a [gemwin] must have been opened though.
thanks Mathieu and Iohannes. both of these worked.
l.
Luka Princic // Nova deViator nova@deviator.si:
Mathieu Bouchard matju@artengine.ca:
On Wed, 27 Oct 2010, IOhannes m zmoelnig wrote:
[gemhead] | [GEMglGetFloatv GL_MAX_TEXTURE_SIZE]
or [get max_texture_size< | [gf/gl]
where [< is a messagebox you click on.
iirc, a [gemwin] must have been opened though.
thanks Mathieu and Iohannes. both of these worked.
hey,
this goes on... if i make a grid 16 squares, each with a different 3840x3840 texture. how much system RAM i need and how much GPU ram?
l.
3840x3840 = 14,745,600 pixels
Each pixel is 4 bytes so 14745600 * 4 = 58,982,400 bytes
16 of those would be 943,718,400 bytes
The textures would probably not fit on a 1GB GPU since the VRAM is also used for the display buffers too.
On Thu, Oct 28, 2010 at 2:18 PM, Luka Princic // Nova deViator < nova@deviator.si> wrote:
Luka Princic // Nova deViator nova@deviator.si:
Mathieu Bouchard matju@artengine.ca:
On Wed, 27 Oct 2010, IOhannes m zmoelnig wrote:
[gemhead] | [GEMglGetFloatv GL_MAX_TEXTURE_SIZE]
or [get max_texture_size< | [gf/gl]
where [< is a messagebox you click on.
iirc, a [gemwin] must have been opened though.
thanks Mathieu and Iohannes. both of these worked.
hey,
this goes on... if i make a grid 16 squares, each with a different 3840x3840 texture. how much system RAM i need and how much GPU ram?
l.
-- sujet est machinique! Nova deViator ¤ http://deviator.si ¤ http://skylined.org ¤
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On Thu, 28 Oct 2010, chris clepper wrote:
3840x3840 = 14,745,600 pixels
In practice, an image of size 3840x3840 uses a texture of size 4096x4096 by default. Do you assume that rectangular mode is available and being used ?
This makes 16 777 216 pixels, or exactly 1 binary GB for all textures together (still not counting display buffers of this app and other apps)
In other words, 1 073 741 824 bytes instead of 943 718 400 bytes.
| Mathieu Bouchard ------------------------------ Villeray, Montréal, QC
In my use (Mac OSX) rectangle textures are always used. They can be used on Windows and Linux too. Is there a reason not to?
Either way at least 1GB of RAM or VRAM will be needed just for the pixels.
On Thu, Oct 28, 2010 at 3:30 PM, Mathieu Bouchard matju@artengine.cawrote:
On Thu, 28 Oct 2010, chris clepper wrote:
3840x3840 = 14,745,600 pixels
In practice, an image of size 3840x3840 uses a texture of size 4096x4096 by default. Do you assume that rectangular mode is available and being used ?
This makes 16 777 216 pixels, or exactly 1 binary GB for all textures together (still not counting display buffers of this app and other apps)
In other words, 1 073 741 824 bytes instead of 943 718 400 bytes.
| Mathieu Bouchard ------------------------------ Villeray, Montréal, QC
On Thu, 28 Oct 2010, chris clepper wrote:
In my use (Mac OSX) rectangle textures are always used. They can be used on Windows and Linux too. Is there a reason not to? Either way at least 1GB of RAM or VRAM will be needed just for the pixels.
Ah, do you mean that using rectangle textures is only a coordinates thing and doesn't affect the memory layout at all, and so 3840x3840 will still be stored as 4096x4096 no matter what ?
| Mathieu Bouchard ------------------------------ Villeray, Montréal, QC
On Thu, Oct 28, 2010 at 9:06 PM, Mathieu Bouchard matju@artengine.cawrote:
Ah, do you mean that using rectangle textures is only a coordinates thing and doesn't affect the memory layout at all, and so 3840x3840 will still be stored as 4096x4096 no matter what ?
No, rectangle textures will use pretty much the exact pixel size (usually the row packing is rounded up to the next 16 byte value for efficiency).
I said you need 1GB because that is the closest value one can actually buy. 2GB would insure no paging to disk or out of VRAM though.