[過去ログ] 統一3Dスレ (558レス)
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426: 327 [sage] 02/02/09 13:47 ID:??? AAS
>>417417(1): 名前は開発中のものです。 [sage] 02/02/09 11:15 ID:??? AAS
>>415 I quite agree with you.
Although I have no idea what platform >>413 is targetting,
I guess that loading and offloading individual mipmap levels would
generally be very inefficient and easily cause CPU or GPU to stall.
>>415415(3): 名前は開発中のものです。 [sage] 02/02/09 04:50 ID:??? AAS
Dynaminc texture loading suppose to be done by rather dynamic texture management than mipmap. I do NOT think a specialized texture management for mipmap is worthy.
激しく同意。
>>413413(4): 名前は開発中のものです。 [sage] 02/02/09 04:30 ID:??? AAS
I'm having some questions about mipmap maybe which doesn't
matter where the plat-form is.
I would like to dynamically load mipmap levels only if they
must be needed and also would like to delete them just when they
aren't needed anymore.
The question is that I must compromise to delete some textures
when many maximam size of texture are requested at the same time,you know,
if the sum size of tex becomes more than VRAM can cover.
How can I get to solve this problem even if allowed to compromise.
がどのプラットフォームを対象にしているのか俺はしらんけど、
個々のミップマップレベルを読みこんだり消去したりするのは普通はむちゃ非効率的で
造作もなくCPUとかGPUを止まらせると思う。
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