On 20 Jan 2014, at 11:54, Ola Røer Thorsen <[email protected]> wrote:

> Hi, I've got 3 questions about texture use in the Qt Quick scene graph:
> 
> 1.
> 
> In general it's recommended in OpenGL to use power-of-two-sized textures 
> whenever possible, for performance resons. Does the Qt Quick scenegraph deal 
> with this in any way, or is it up to the user to use properly sized images 
> whenever possible? 
> 
> By "deal with this", it could be that the scenegraph adds some padding to fit 
> an image within the closest larger power-of-two size, at the cost of wasting 
> some memory. 

The scene graph uses the images it gets in the size it gets them in. However, 
it does try to get them into an atlas which is power-of-two.

> 
> 2. 
> 
> I've tried the option to visualize which images are put in a texture atlas 
> (QSG_ATLAS_OVERLAY). In my application, that has a lot of smaller icon images 
> (128x128 mostly), just about half of them are put in the atlas. Is there just 
> a single texture atlas implemented, or are there several of them? My 
> impression is that there is only one, and it gets filled up rather quickly. 

There is only one, but you can make it larger on your platform by changing 
QSG_ATLAS_WIDTH and QSG_ATLAS_HEIGHT to GL_MAX_TEXTURE_SIZE if you want a 
bigger one.

> 
> 3.
> 
> How does Qt Quick deal with trying to show an image that is larger than the 
> maximum texture size supported on the targeted GPU? Does it tile several 
> textures internally? 

It doesn't deal with this and the result will be a black square.

> 
> Cheers,
> Ola
> 
> 
> 
> 
> 
> 
> 
> 
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