Members - Reputation: 104
Posted 14 August 2012 - 11:03 AM
I have set up some code to load all of these textures as a unique material, each assigned to a Rectangle2D. I then attached 16 of these textures to a scene node to make them visible. This resulted in around 400 MB of memory usage at varying zooms. Attaching all of the textures to that node resulted in a crash due to lack of ram even if 96 of them were off screen and culled.
I am generating 5 mipmaps by default. Assuming these were in .png format it would only roughly double the 58 MB. Obviously there is some decompression going on here. (If the generated mipmaps were completely decompressed, this would account for the memory usage). I can lower the resolution by a factor of 2 and make this work easily enough, but I'm trying to avoid having to do that.
What tools and strategies are available to conserve RAM in this case?
Thanks for any help!