Max texture size

Member
Posts: 105
Joined: 2007.03
Post: #1
Is the max texture size for most versions of OS X 1024? Also, I'm aware that there is an extension that can allow for larger textures sizes, and which version of OS X does that work with?
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Oldtimer
Posts: 834
Joined: 2002.09
Post: #2
Short answer: 2048x2048.
Long answer: http://homepage.mac.com/arekkusu/bugs/GLInfo.html
Smile
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Luminary
Posts: 5,143
Joined: 2002.04
Post: #3
Code:
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &myGLint);

This depends on hardware more than OS version.

Quick Summary:

Rage 128: 1024

Radeon - Radeon X800: 2048
GeForce MX: 2048
GMA 950: 2048

Radeon X1300 - Radeon X1600: 4096
GeForce 3, 4Ti - GeForce 7800: 4096

GeForce 8600: 8192 (?)

Whether you can *actually* create a texture this large depends on other factors, such as available VRAM. This is what the texture proxy test is for, though even that is not an ironclad guarantee of much.
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Oldtimer
Posts: 834
Joined: 2002.09
Post: #4
Can we please stop targeting the R128 so people take them out back and shoot them? Wink
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Sage
Posts: 1,234
Joined: 2002.10
Post: #5
Longer answer:

It depends not only on hardware, but which texture target and internal format you're using. A 128bit float RGBA texture takes more space (~16x) than an 8 bit LUMINANCE texture. And, a cubemap takes more space (~6x) than a 2D texture.

You can query the nominal MAX size for 1D/2D, and RECT, 3D, CUBE separately.

The proxy test will tell you if the texture can be created for a target with a particular internal format.

But the best test is to try your app on every piece of hardware that you care about. Remember, just because one texture fits in VRAM doesn't mean that your app works, or works at the speed that you want. All of the resources required for any given draw call typically need to fit in VRAM-- so the framebuffer, static vbos, and any textures bound to all active units need to fit.

No substitute for testing Smile
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