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TX-Ironman

Quick question about mipmaps and texture memory

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Hi, All I always thought that D3D would load the entire mipmap sequence of a texture in VRAM, but I had two co-workers say that only the current mipmap level is in memory. That sounded a little odd to me, so I'd like a definitive answer. Thanks!

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The exact memory management algorithm isn't really published, but your co-workers are mostly correct. I'd be more general and say multiple levels are in VRAM rather than all or just one. You'd need multiple if you wanted trilinear filtering for example.

Functions like ::SetLOD() give you a bit of control over how much is actually loaded into memory.

hth
Jack

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