1024 texture size limit
by Petteri Huttunen · in Torque Game Engine Advanced · 04/17/2008 (12:17 am) · 9 replies
Hi !
It seems that the texture size limit for single a dts object is 1024 x 1024 (TGEA 1.7.0 Commercial).
If its larger than e.g 2028 x 2048 the application crashes.
The texture size is critical for our project since the legacy terrain doesn't support normal mapping.
And our current project is an isometric tactics game, so we're using a dts object as a mission terrain.
Is there any way to change that or hack it ?
Urgent.
Thank You in advance.
It seems that the texture size limit for single a dts object is 1024 x 1024 (TGEA 1.7.0 Commercial).
If its larger than e.g 2028 x 2048 the application crashes.
The texture size is critical for our project since the legacy terrain doesn't support normal mapping.
And our current project is an isometric tactics game, so we're using a dts object as a mission terrain.
Is there any way to change that or hack it ?
Urgent.
Thank You in advance.
#2
exceeds 1024 .
WTF ?
04/17/2008 (3:10 am)
Yes, I 've made different test objects, and everything works just fine until the texture size is exceeds 1024 .
WTF ?
#3
You should set your DirectX runtimes to debug mode and see what it says when the application crashes
04/17/2008 (3:28 am)
I'm not sure about TGEA, but although DirectX supports any texture size, your graphics card may or may not support large textures.You should set your DirectX runtimes to debug mode and see what it says when the application crashes
#4
04/17/2008 (3:34 am)
Well the graphics card(s) should support as they are two Geforce 8800 GTS 512 in SLI mode.
#5
Saved the texture as a JPG, nope
Saved the texture as PNG, nope.
Exported the object with 3dsmax 8 (SP3), nope.
Exported the object with 3dsmsx 2008, nope.
But if I downscale the texture back to 1024 everything works ok.
04/17/2008 (3:39 am)
Tried to disable the SLI mode, nopeSaved the texture as a JPG, nope
Saved the texture as PNG, nope.
Exported the object with 3dsmax 8 (SP3), nope.
Exported the object with 3dsmsx 2008, nope.
But if I downscale the texture back to 1024 everything works ok.
#7
loaded the test object and it works
with 2048 texture ?!
04/17/2008 (4:09 am)
And the mostly interesting thing is that I installed the TGEA 1.03 andloaded the test object and it works
with 2048 texture ?!
#8
04/17/2008 (9:25 am)
You could also look at the problem from the other side. I have seen more than 1 successful attempt to add Normal Mapping to Legacy terrain in TGEA.
#9
04/17/2008 (9:32 am)
GBitmap uses the FrameAllocator as temporary memory for loading textures. I think the line to initialize it gives it a 3mb limit. A 2048x2048 texture is: 2048*2048*4 bytes, or 16mb. Increase the allocation size of the frame allocator to 16mb. (16<<20) Look for the line:FrameAllocator::init( ... );
Torque Owner Stefan Lundmark