There are a few limits on textures. Obviously, you can not have you active textures exceed the amount of memory allocated to the graphics. Lets say you have a 512MB system and you allocate 64MB to graphics- 64MB is the limit. IF you allocate MORE memory to the graphics, then you can hit a limit in the chipset of amount of memory the texture unit can address. That is 256MB or 512MB depending on some other factors (I am looking into that right now). There is an additional limit on the number of inactive textures that can fit in the variable amount memory we "borrow" (maloc) from the OS. Finally there is a limit on the number of texture handles the driver can support. That has changed over time, and I am also researching where we are in 10.4.
Can you tell me how much memory your textures take? Can you tell me your BIOS settings for Grpahics Aperature, and Stolen Memory?
Thanks for the answer. Currently the BIOS setup is as follows:
Pre-Allocated memory: UMA = 4MB
Boot Type: VBIOS Default
I am trying to create 660 textures - Approx 72MB
Description of Attachments:
DSC02124.jpg - Normal Loading Screen - While building Textures
DSC02126.jpg - After Loading Approximately 62.5MB worth of Textures (calculated by taking the 'Height * Width * 4')
DSC02127.jpg - Good Screen Layout
DSC02128.jpg - Screen Layout with display problems
OS: - Windows CE 6.0 R3
Memory: - 1024MB - Only using 512MB (Windows CE Limit)
IEGD Driver: - Memory Model - Dynamic