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Filling transparent area with color
#10
(12-02-2021, 03:34 PM)Dan Bryan Wrote: That's exactly what this is used for, a real-time representation of the sky relative to your current surroundings along with time and date.  You might have a planetarium app for your phone such as sky safari or in this case Stellarium.  

Without installing you can check it out here   https://stellarium-web.org/   to see how it's actually being used.

Ohh, now I have a clearer idea of what you're getting up to.  Yes in this case it's relevant!  Stick to power of two sizes, AND square images.  The longest dimension will cause that same size square of memory to take up, so if you have an image 2048 wide but only 1024 high, it will still take up 2048 x 2048 area of graphics memory, so you may as well use up the extra height. 

Likewise, if for some reason there's a performance issue (there shouldn't be in this case), you'd need to bring the image size down by one whole power of 2 at a time, to see any difference. Eg. next step down from the above would be 1024 x 1024.   Anything more than that will still use up 2048 x 2048 of  graphics memory.  That's what that quote you found is trying to say, but badly;
Quote:This is a limitation of OpenGL. Some video hardware will work OK with images with different image dimensions, but many will not display properly, suffer vastly reduced frame rates, and even crash the computer.

It's not that non-square images will "crash the computer" - what they're trying to say is, one might inadvertently use more graphics memory than they intended, eg. if they used a really wide but short image, if the graphics memory was ever overflowed, the program will probably crash. Pretty difficult to do in your situation, IMO.

Also "limitation" is the wrong word, it's more of an "optimisation", sticking to power of 2 sizes is one of the many reason real time 3D graphics can run as fast as they do.
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RE: Filling transparent area with color - by Domarius - 12-03-2021, 02:16 AM

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