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can you please post the stack trace of this one?
you are using the latest build right? (i wan't to be sure that i look at the same stuff you are using) -michael On 03/07/2011 02:27 PM, Haroogan [via jogamp] wrote: > ByteBuffer.allocateDirect(2049 * 2049 * 3).order(ByteOrder.nativeOrder()); > > > Later, I fill it with texture information and call and here's what I get as > a response: > > > Exception in thread "AWT-EventQueue-0" java.lang.IndexOutOfBoundsException: > Required 12597251 remaining bytes in buffer, only had 12595203 |
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In reply to this post by Haroogan
does 2x 4096x4096 work? (power of two?)
i am also not sure if you can use your complete graphics memory for textures, e.g. if you use OpenCL the max allocatable mem is smaller as the physical amount of mem - but in your case there should be still enough room. hmm so we have currently two issues: 1. index out of bounds exception if you use a certain buffer size what sizes? can you provide a testcase with a smaller texture? 2. native GL OOME if you use a different size not sure if this is a jogl issue. the generated code looks good so far but a testcase would be here cool too :P I could test on NV hardware if you like. -michael On 03/13/2011 07:52 PM, Haroogan [via jogamp] wrote: > I can tell you more, I've just tried to load 2 2049x2049 textures to GPU - > and it's ok. But you see 2 4097x4097 textures already throw out of memory > exception. Also please have a look at my very first post about NPOT textures > and nio buffer sizes. > > _______________________________________________ > If you reply to this email, your message will be added to the discussion below: > http://forum.jogamp.org/Texture-Issue-Again-tp2646111p2673598.html > To start a new topic under jogamp, email [hidden email] > To unsubscribe from jogamp, visit http://michael-bien.com/ |
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In reply to this post by Haroogan
On 03/07/2011 05:59 PM, Haroogan [via jogamp] wrote: > First of all to learn how many compression formats are supported by my card > I do the following: > > > glGetIntegerv with GL2.GL_NUM_COMPRESSED_TEXTURE_FORMATS > > > Guess how much did I get:) Well I will tell you - 0. this may be a driver bug. i get 3 as result on NV HW. at least you are not the first one facing this issue: http://svn.opentk.net/node/752?page=1 so, lets assume this is not a jogl bug for now :) -michael |
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Hold on Mike, I'm currently making some changes to my project, so I can't compile it right now. I'll provide structured issue, with detailed descriptions of each bug-case, version of JOGL and etc, as soon as I finish, hopefully today. Tell me please, what kind of log information do you need understand it better? I mean, stack-traces and etc.
P. S. We have to make "red" graphics work properly with JOGL :) |
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What about
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); ? with RGBA textures, you always hit the default 4 alignment. But with RGB or BGR, you will violate the alignment for each row, and that might explain the larger memory requirement message you posted earlier. Just a thought. Aron |
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Aron I will try that. Thx. But in any case - this is strange, do others also always use this function to allow BGR, RGB?
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