Charles, 

You do want to have everything on as few textures as possible to minimize 
draw calls. From what I gather from reading on the OpenGL forums, at some 
point there is a tipping point where it doesn't make sense to go bigger. If 
you create a texture of 16384x16384xRGBA, it will consume 1GB of 
system/video RAM (if my math is right). Having a default to a more 
reasonable size is probably better, even if it costs a few draw calls. 
People who actually need textures that big can simply create their own 
TextureAtlas manually, as advanced users probably already do.  

Magu,   (Sorry, your name shows up as "magu...." so I'm not sure what your 
actual name is!), 

I feel that the resources module should at least have sane defaults for 
people who don't know what a TextureAtlas is. If you're already making your 
own atlases, you don't really need to use the resource module unless to 
fetch image data, and add it to your own Atlas. 



On Tuesday, January 31, 2017 at 7:07:35 AM UTC+9, Charles wrote:
>
> Is it actually a detriment to use such a large texture as opposed to 
> smaller ones far below the capabilities of the card? The integrated 
> graphics I use now reports 16384x16384 as a maximum size, would there 
> actually be a performance penalty with that? I always thought being in the 
> same texture group would increase performance considering there is less 
> switching between ID's, maybe I'm wrong here. At what point does a texture 
> size become a hindrance?
>
> On Monday, January 30, 2017 at 1:26:16 AM UTC-6, Benjamin Moran wrote:
>>
>>  
>> Doing a query for the maximum texture size probably wouldn't work, since 
>> modern cards can support some rediculously large textures.
>>  
>>
>

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