![]() So when the texture cache tries to read it back it's not expecting the higher address, this causes the texture cache to miss (fail to find the texture) in which case it creates a new texture and fills it in black. And it draws it with address set to one thing with an offset using the draw coordinates and then reads it back from a higher address without the offset. ![]() The reason why the sky is a problem is because it isn't a texture being sent from the disk. It's all just a single pool of memory as far as the GS in concerned. ![]() In theory you could draw over both textures with a single draw since there's no enforcement "this area is texture A and this area is texture B". For example let's say you have texture A and texture B right next to each other in memory. You have to think of GS memory as a continuous pool.
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