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    <div class="moz-cite-prefix">Hi Bruno,<br>
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cite="mid:CAO-SbStX71NxXS50tV4uNroU2Ya-cqgbEpFHZ_e=Ac+DNkitPA@mail.gmail.com"
      type="cite">
      <div dir="ltr">That's what I thought. It's not a huge deal of work
        for me anyway. But I have another question. Do the osg wrappers
        keep the images in the main CPU RAM, or in the GPU texture
        memory only?<br>
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    You can determine the mode of the osg::Texture/contained image data
    by seting the setUnRefImageDataAfterApply() to what you like. The
    driver will put the data to the GPU when needed and most likely
    keeps some copy on the main RAM.<br>
    <br>
    Cheers<br>
    Sebastian<br>
    <blockquote
cite="mid:CAO-SbStX71NxXS50tV4uNroU2Ya-cqgbEpFHZ_e=Ac+DNkitPA@mail.gmail.com"
      type="cite">
      <div class="gmail_extra"><br>
        <div class="gmail_quote">2016-04-01 16:26 GMT+01:00 Sebastian
          Messerschmidt <span dir="ltr"><<a moz-do-not-send="true"
              href="mailto:sebastian.messerschmidt@gmx.de"
              target="_blank">sebastian.messerschmidt@gmx.de</a>></span>:<br>
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                <div>Am 01.04.2016 um 16:37 schrieb Bruno Oliveira:<br>
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                    <div>
                      <div>Hello,<br>
                        <br>
                      </div>
                      I am trying to render a single image with
                      30.000x30.000 pixels. I do this by loaindg a PNG
                      file into a single osg::Image object, and
                      asigningt it to a texture within a gl quad.<br>
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                  <div dir="ltr">
                    <div><br>
                      However, this crashes my app (my gpu only supports
                      16.368 pixel images, ans had only 2gm ram). <br>
                    </div>
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              </span> This question has been asked a while ago.
              Generally the answer boiled down to: you most probably
              can't. OpenGL imposes a limit to the maximum texture size.
              Modern desktop GPUs should handle 8192*8192, but you
              cannot assume to have this. Biggest support I've seen so
              far was 16384. One option is to split the image into
              pieces and to use multiple adjacent quads with the pieces
              assigned. <br>
              The memory issue might be resolved using compressed
              textures (basically using GL_COMPRESSED_RGB for your
              texture format). <br>
              <br>
              Do you really need to display the complete resolution? If
              not, the simplest option is to resize the texture before
              displaying it. <br>
              <br>
              Cheers<span class="HOEnZb"><font color="#888888"><br>
                  Sebastian <br>
                </font></span>
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                  <div dir="ltr">
                    <div><br>
                    </div>
                    How should this be done? Is there some utility in
                    OSG to do this out of the box? <br>
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