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place on stack...
Hi...
I always hear that a prog will crash if u push to many rotations/transformations onto the stack...
I just wondered how many rotations u can push onto a stack.
Just about.... i''m just interessested.
thx,
Phil
You can have a lot of them. If you''re doing recursion on a serious thing, like for a HUGE map that you divide into one BSP tree, for example. It''s not too much of an issue, usually, for me, but I''ve had some crashes off of it before, always an error in the function...
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If it''s running in software mode, there''s no limit other than the amount of RAM you have.
In hardware mode, the stack is stored on the actual video card, so check to see how much cache it can take and work it out from there.
On average, try not to store more than 100 things on the stack at once. -- As if you''d need to --![](smile.gif)
========
Smidge
www.smidge-tech.co.uk
========
In hardware mode, the stack is stored on the actual video card, so check to see how much cache it can take and work it out from there.
On average, try not to store more than 100 things on the stack at once. -- As if you''d need to --
![](smile.gif)
========
Smidge
www.smidge-tech.co.uk
========
Hi Phil!
Use
glGetIntegerv(GL_MAX_MODELVIEW_STACK_DEPTH, GLint *mdepth);
glGetIntegerv(GL_MAX_PROJECTION_STACK_DEPTH, GLint *pdepth);
glGetIntegerv(GL_MAX_TEXTURE_STACK_DEPTH, GLint *tdepth);
to get the depth of the OpenGL stacks!
GA
Edited by - ga on August 9, 2000 7:32:15 AM
Use
glGetIntegerv(GL_MAX_MODELVIEW_STACK_DEPTH, GLint *mdepth);
glGetIntegerv(GL_MAX_PROJECTION_STACK_DEPTH, GLint *pdepth);
glGetIntegerv(GL_MAX_TEXTURE_STACK_DEPTH, GLint *tdepth);
to get the depth of the OpenGL stacks!
GA
Edited by - ga on August 9, 2000 7:32:15 AM
Is up to the driver creator how many there is room for. But minimum is:
2 on the Projection stack
32 on the modelview
and i dont remember the number for the texture projection stack
2 on the Projection stack
32 on the modelview
and i dont remember the number for the texture projection stack
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