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Lowercase
06-08-2007, 05:04 PM
I don't really understand the way memory is allocated by opengl for the textures, what is the limit ? is it limited by the system/swap, video m?İmory ?

I'm trying to build a "texture manager" class that load and free textures on the fly, but i don't know when the memory is full...

is there a trick ? I tried googling, but never found something interesting or understable...

many thanks

Brainer
06-08-2007, 05:12 PM
It might be useful for you:
http://www.glsoftworks.pastebin.com/m1b9f3662

It isn't finished, but contains some useful stuff you should take a look at. :)

Lowercase
06-08-2007, 05:29 PM
It might be useful for you:
http://www.glsoftworks.pastebin.com/m1b9f3662

It isn't finished, but contains some useful stuff you should take a look at. :)

Thanks!
I looked at your code, your manager load and free textures but I don't know the amount of memry taken by all the textures, and the memory left... that's why my question.
May be opengl has it's own memory management ?

Robert Kosek
06-08-2007, 05:32 PM
Of course it does. Textures must be swapped dynamically by the library, not you. Just load only what you need or what you're precaching and GL will do the rest.