On Tue, 12 Oct 1999, Eero Pajarre wrote:

> Mesa contains code which fakes multitexture even with only
> one TMU. I don't know how usefull this is?
 
> I have been trying to run my application with Voodoo 1
> on Windows95. What happens is that it gets somehow stuck 
> (consuming CPU, requires hard reset for full recovery) inside
> grTexDownloadMipMapLevel, called from fxtexman.c line 261.
> 
> This happens (coincidence or not) when the amount of loaded
> textures would exceed 800 K (My V1 card has 2 M texture memory)
 
Is it possible that the multitexture is trying to ensure that
BOTH of the two maps that it needs are loaded - yet there
is not enough RAM for them both - so the first texture loads
then in order to get the second one jammed in, a texture that
is in memory currently has to be tossed out - and the least
used is the first one that we just loaded?  In that way, it
might swap the two textures in and out forever and lock up
as you describe.

There is an interesting problem with that (aside from any possible
bug) because of the semantics of proxy textures which can't
guarantee that two maps that are SIMULTANEOUSLY needed during
rendering will BOTH fit at the same time.

Steve Baker                (817)619-2657 (Vox/Vox-Mail)
Raytheon Systems Inc.      (817)619-2466 (Fax)
Work: [EMAIL PROTECTED]      http://www.hti.com
Home: [EMAIL PROTECTED] http://web2.airmail.net/sjbaker1



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