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https://bugs.freedesktop.org/show_bug.cgi?id=5785          
     
           Summary: larger textures sizes should be announced with DRI
                    drivers
           Product: Mesa
           Version: CVS
          Platform: PC
        OS/Version: Linux
            Status: NEW
          Severity: normal
          Priority: P2
         Component: Mesa core
        AssignedTo: mesa3d-dev@lists.sourceforge.net
        ReportedBy: [EMAIL PROTECTED]


currently, driCalculateMaxTextureLevels will set the max texture sizes so that
the textures always will fit into the texture heap(s). This means worst case,
i.e. all texture units have a texture bound, with no texture compression,
maximum width and height, maximum bit depth, and all mipmaps. It would probably
be better to announce larger sizes (maybe hw max or at least something less
strict, i.e. only 1 texture with otherwise worst-case needs to fit).
For instance, on my r200 with 64MB (and some ddx hack so a bit less ram is
wasted for 2d), max cube map size is 256. It turns out that quake4 absolutely
needs cube maps with a size of 1024, otherwise the outdoor scenes (sky) will
look pretty black (even with low quality, this is probably an app error, it
fails to check the limits, it might be possible to tweak this via console,
though I've yet to figure out how to get a console in the q4 demo...). And the
actual ram quake4 needs for these cube maps isn't _that_ much, as they are
compressed probably only around 9MB (haven't checked what dxt format) for all 
faces.          
     
     
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