I tried to replace the 2048x2048 with four 1024x1024 and the
performance decrease only hit when adding the fourth texture - makes
sense because i have 64MB video memory on my intel X3100.
So what do I do? I need this much space!
Should I divide everything up into smaller textures so that only that
texture is fetched from memory that is really needed and is also not
so big?
When playing around with four 1024x1024 i clearly saw that the one
texture that was obviously swapped to system memory was much faster to
get as the decrease was only down to 100fps and not 40fps.
Or should I dynamically TextureAtlas.add() stuff?

On Oct 23, 7:58 am, "Alex Holkner" <[EMAIL PROTECTED]> wrote:
> On Thu, Oct 23, 2008 at 4:36 PM, josch <[EMAIL PROTECTED]> wrote:
> > but then when i uncomment the texture atlas line and have another
> > 2048x2048 texture - it drops from 500fps to 40fps!!
> > all other texture atlas size combinations work - only two times
> > 2048x2048 gives this strange performance drop!
>
> I'd guess that you're hitting your video RAM limit -- with two
> 2048x2048 textures, the driver is needing to page them in and out of
> video memory within each frame.
>
> Alex.
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