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<div class="moz-cite-prefix">Hi Bruno,<br>
</div>
<blockquote
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>
</div>
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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>
<blockquote class="gmail_quote" style="margin:0 0 0
.8ex;border-left:1px #ccc solid;padding-left:1ex">
<div bgcolor="#FFFFFF" text="#000000"><span class="">
<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>
</div>
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<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>
<blockquote type="cite"><span class="">
<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>
</div>
<br>
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<br>
</span><span class="">
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