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Newcomers DBPro Corner / memory allocation

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Twinsen
18
Years of Service
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Joined: 20th Jun 2006
Location: Romania
Posted: 13th Apr 2008 14:31
I understand that all images are written in the videocard's memory ... so I wanted to know where are the 3D models and sounds stored ??? in the system memory? but if so, a model can contain textures too so how is that handled ??? can someone please explain to me how each file type is stored and where ? thanks

Could you help me treat my injured Dino-Fly ?
ShaunRW
DBPro Developer
16
Years of Service
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Joined: 7th Jan 2008
Location: Brisbane, Australia
Posted: 15th Apr 2008 10:36
im not to sure, but i think sound files have some sort of sound memory, because you can buy sound cards right
well thats what think, but could be wrong

winxp-intel core 2 duo 2.00ghz-2.00gb ram
nvidia en7300gt silent 256mb gfx
Twinsen
18
Years of Service
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Joined: 20th Jun 2006
Location: Romania
Posted: 15th Apr 2008 22:03
so the 3D mesh is loaded inside the video memory right ??? cause that's what I wanted to know: where do polygon-based models go ... thanks WindowsKiller

Could you help me treat my injured Dino-Fly ?
pcRaider
17
Years of Service
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Joined: 30th May 2007
Location:
Posted: 17th Apr 2008 19:25
A question.
This is an error.
Why?

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Anonymous User
16
Years of Service
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Joined: 21st Feb 2008
Location:
Posted: 17th Apr 2008 20:23
Absolutely nothing and to answer your question Twinsen they also go into the video card memory like almost everything else that has to do with graphics.

???
jinzai
18
Years of Service
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Joined: 19th Aug 2006
Location: USA
Posted: 17th Apr 2008 20:26
@WK : Back at you.

btw, meshes are not stored on the graphics card, they are stored in system memory, and sent to the card for rendering only.
monotonic
18
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Joined: 24th Mar 2006
Location: Nottinghamshire, England
Posted: 17th Apr 2008 20:46
Really?

I always thought that mesh vertices were stored in vertexbuffers within graphics memory.

Much good work is lost for the lack of a little more.
jinzai
18
Years of Service
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Joined: 19th Aug 2006
Location: USA
Posted: 17th Apr 2008 21:05
Really. They are copied to vertex buffers in the Render method. If you look at any 3D code...DX, openGL, etc. its always that way. Textures are a different matter.

Writing my own model viewer in DX and openGL taught me that one. I was frustrated because MD2 models need to be rotated every frame, for example. That is likely what fix object pivot does..it saves the angle to rotate an object each frame.

What happens is the Render code locks a vertex buffer, does culling, and copies to vertexdata to the VB, which is on the card. Otherwise, you'd pay the price in GPU memory for every object you had, even ones that are out of view, etc.
monotonic
18
Years of Service
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Joined: 24th Mar 2006
Location: Nottinghamshire, England
Posted: 17th Apr 2008 21:12
Ahh ok, yeah that makes sense. I haven't used DirectX directly much, I have done a fair bit of programming using OGL but that was a long time ago.

Much good work is lost for the lack of a little more.
Twinsen
18
Years of Service
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Joined: 20th Jun 2006
Location: Romania
Posted: 18th Apr 2008 07:30
wooo thanks Jinzai and WindowsKiller btw PcRaider seems ... weirdly bot-ish ... though I suspect he's not a bot but still ...

Could you help me treat my injured Dino-Fly ?

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