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Texture Management

Texture Management. Michael I. Gold NVIDIA Corporation. Overview. Texture Objects Texture Internal Formats The EXT_packed_pixels extension Dynamic Texture Updates. glTexImage2D. Overview Texture image specification glTexImage2D( target, lod, components , width, height, border,

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Texture Management

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  1. Texture Management Michael I. Gold NVIDIA Corporation

  2. Overview • Texture Objects • Texture Internal Formats • The EXT_packed_pixels extension • Dynamic Texture Updates

  3. glTexImage2D • Overview • Texture image specification glTexImage2D( target, lod, components, width, height, border, type, format, data);

  4. Internal Formats • OpenGL 1.0 - components • 1, 2, 3, 4 • OpenGL 1.1 - internalformat • ALPHA, LUMINANCE, INTENSITY, LUMINANCE_ALPHA, RGB, RGBA • Two new single-component formats • ALPHA - alpha channel only • INTENSITY - RGBA use same value

  5. Sized Formats • Driver chooses default storage format • “ What were they thinking?” • You can give the driver a hint • Driver uses closest supported format • RGB5 vs. RGB8 • RGBA4 vs. RGB5_A1 vs. RGBA8 • see TexImage2D reference for complete list • Greater control over performance/quality tradeoffs

  6. glGetTexLevelParameter • What format did I get? • Component sizes may be queried glGetTexLevelParameteriv( GL_TEXTURE_2D, lod, GL_RED_SIZE, &redSize);

  7. EXT_packed_pixels • Faster texture downloads • Textures are often stored in 16-bit formats • OpenGL 1.1 textures must be expanded • Driver often repacks textures internally • EXT_packed_pixels allows packed data to be sent to the driver • Supported in SGI ICD kit

  8. EXT_packed_pixels (cont’d) • New data types • GL_UNSIGNED_SHORT_4_4_4_4_EXT • GL_UNSIGNED_SHORT_5_5_5_1_EXT • see extension spec for complete set • Use with corresponding internal format for best results

  9. EXT_packed_pixels (cont’d) • Example - 5551 packed data glTexImage2D(GL_TEXTURE_2D, lod, GL_RGB5_A1, w, h, 0, GL_UNSIGNED_SHORT_5_5_5_1_EXT, GL_RGBA, data);

  10. Texture Objects - Old Way • OpenGL 1.0 - Display Lists • difficult to optimize GLuint tex = glGenLists(1); glNewList(tex, GL_COMPILE); glTexImage2D(GL_TEXTURE_2D, …); glEndList(); glCallList(tex);

  11. Texture Objects - New Way • OpenGL 1.1 - Texture Objects • more elegant • higher performance GLuint tex; glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, …); glBindTexture(GL_TEXTURE_2D, tex);

  12. Dynamic Texture Updates • Divide static and dynamic textures • Let OpenGL cache static textures • Only update dynamic textures • Use glTexSubImage if possible • Re-use same “shape” textures if possible • Sort textures by size

  13. Dynamic Texture Updates • Don’t change one texture multiple times per frame • Ping-pong between two “dynamic” textures, alternating frames • Utilize texture matrix to avoid downloads if possible • Minimize state changes - changing textures is expensive

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