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MARS_999

Textures and VRAM?

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When I load textures and use glGenTextures and glBindTextures() those textures should be in VRAM correct? If so why does windows show me using 70megs when I know I don''t have 70megs of data unless I add in my 32megs of textures? Also how do I check to see how much RAM is available and being used on my videocard? Thanks

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You can''t know how much vram has is availiable/used. 70mb of ram during run-time is OK. OpenGL uses ram and much of this 70mb is just reserved for your application and not used.

"C lets you shoot yourself in the foot rather easily. C++ allows you to reuse the bullet!"

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did you free the memory after loading the textures? else i would expect opengl to not just move the textures back and forth but keep them in system memory and copy the used textures to vram.

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If you are asking if I have used delete on my memory I used to load the textures than yes I have deleted the memory. Now if you are asking about glDeleteTextures then no, I call that at the end of the application.

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The OpenGL driver keeps an internal copy of the texture, for it''s texture management stuff.

The idea is that it''s not important to know how much VRAM you have; the idea is that you assign priorities to textures, and the OpenGL driver does the texture management stuff for you.

-=|Mr.Oreo|=-
Code Monkey, l33t.ca

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