Path: chuka.playstation.co.uk!news From: "Craig Graham" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Caches Date: 17 Aug 1998 22:24:28 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 44 Message-ID: <01bdca2d$20b65040$230b0a0a@Angela1.intelligent-group.com> References: <35C81A30.4ACB@club-internet.fr> <35C82DDB.3E12E37C@scee.sony.co.uk> <01bdc061$2c186980$f30b0a0a@Angela1.intelligent-group.com> <35D2E01D.5CA1@mdx.ac.uk> <6r0vps$n7i6@chuka.playstation.co.uk> <35D43404.282A@mdx.ac.uk> <35D438D2.908C3316@ndirect.co.uk> <35D43F08.36BA@mdx.ac.uk> <35D44CBE.1FA95769@ndirect.co.uk> <35D46843.5DF5@mdx.ac.uk> <35D4750C.A4613436@ndirect.co.uk> <35D47AA8.4E80@mdx.ac.uk> <35D48242.CC86BE26@ndirect.co.uk> <35d51fb9.8182565@news.scea.sony.com> <35D84FAA.43FDFA48@ndirect.co.uk> <01bdc9f7$97492420$230b0a0a@Angela1.intelligent-group.com> <35D87238.2CBE@mdx.ac.uk> NNTP-Posting-Host: d2-s42-136-telehouse.mistral.co.uk X-Newsreader: Microsoft Internet News 4.70.1155 Robert Swan wrote in article <35D87238.2CBE@mdx.ac.uk>... > Craig Graham wrote: > so can i draw the conclusion that when a draw texture command is reached > within the ordering table, then it automatically sticks the top left of > the texture from the vram into the texture cache(unless of course its > already got the same texture in it) and then doesnt move the stuff in > the texture cache again, so benefits from the cache only come when it is > drawing the top - left of the texture which happens to be in the cache? Nope. It sticks the currently accessed square of the texture into the cache. The cache is only so big (see Jame's earlier post). If the whole of the texture for the poly you are displaying fit's into the cache you'll get good performance. If you have a lot of poly's using the same texture, and it fit's in the cache you'll get best performance. So, if you're rendering a large poly with a large texture on it, the renderer will go along one line of a texture and then off the edge and then require a texture that's not in the cache. If you subdivide the poly so that each sub-poly uses a bit of the texture that fits into the, then it will draw a whole poly without requiring a cache re-load, and given that you will probably see a single texture pixel being stretched across several display pixels, this gives an improvement in draw time (a higher percentage of the pixels written come from the cache rather than from the main VRAM). > wierd :) Not really ;) > Rob Is this helping? Craig.