   texture repeat slows down program
  I''m using a Radeon 9800 Pro with a 2.8 Ghz P4 HT and I''m running into a really odd problem.All I am rendering is a simple cube with a texture map. If the texture is simply tiled across each face of the cube once, everything runs good, meaning fast. But if I tile the texture across each face many times, let''s say 20 times per face, then the program slows down by about half the frame rate. Is this normal? Should opengl slow down when you repeat a texture? 
  Depends on how big your texture is.Might be associated with fillrate. ;  The reason might be simple: texture cache trashing.Are your _sure_ you enabled mipmapping for the texture? ;  The answer is simple. The more times you tile, the more fillrate you require. So if you tile 20 times, you are using up 20 times the fillrate. Add to that the fact that every one of those tiles will have to go through filtering which will further slowdown your app. ;quote:Original post by GamerSg   The answer is simple. The more times you tile, the more fillrate you require. So if you tile 20 times, you are using up 20 times the fillrate. Add to that the fact that every one of those tiles will have to go through filtering which will further slowdown your app.hmm.. you lost me at the point, where tiling would need more fillrate as i would expect it to simply use the fraction part of the tex coord, which would then absolutely dont care if you tile it once, twice or a million times. *confused*and why would the whole tile be filtered? [edited by - Trienco on February 13, 2004 9:17:35 AM];  I would go with texture cache thrashing.The further away the current set of texels being used for rasterising are from the last set texels the more likely it is that they''ll be outside of the texture cache.Tiling your texture causes bigger leaps in texture memory per pixel on screen.Or that''s my attempt at explaining it anyway!   Why you shouldn''t use iostream.h - ever! | A Good free online C++ book