barryhunter [KML Guru] wrote:
> On Jonathan suggestion changed to OpenGL mode*, and the problem
> disappears :)
>
> *Might leave it there in fact, GE seems a lot smoother, but does seem
> to use more memory now :(
I'm not an expert in this area, but I've read a few times that
textures work a bit differently in OpenGL and Direct3D. Direct3D would
throw textures away in some cases whereas OpenGL wouldn't, but at the
cost of having to keep another copy (but the app doesn't need to keep
its own copy around). Or something. Here are ways to reduce this
somewhat on Mac OS X:
http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/chapter_10_section_2.html
Speaking of this, Google Earth could improve a bit (if not the OpenGL
driver). With GE running I've had short freezes when VRAM filled up,
caused by a non-DMA texture transfer out of VRAM back to RAM to make
space (this occurs at about 10 MB/s on my hardware (checked with
OpenGL Driver Monitor), during which the whole machine appears to be
locked up). That should only happen if there's no copy around in RAM,
which can be caused by a PARTIAL texture upload with glTexSubImage2D,
even though the whole thing is in fact replaced (I told GE to use
256x256 textures). Has any testing been done with plain glTexImage2D
in such cases? With a good driver it shouldn't matter, but it might
improve things. Maybe experiment a bit with the Apple extensions on OS
X as well.
Note that I didn't actually check how GE handles textures. Only the
evidence like short lockups is certainly real.
I should add that terrain (I used the highest-res terrain for testing)
doesn't influence me much. Just a bit of depth thrashing.
Jonathan