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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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xargon123

Question about glGenTextures

2 posts in this topic

Hello,

I have a question about glGenTextures, which I use to create some 2D textures from 3D volumes as follows:

During my initialization, I have something as follows:

[source lang="cpp"]m_pXTexNames = new unsigned int[m_nXDim];
glGenTextures(m_nXDim, m_pXTexNames);
m_pYTexNames = new unsigned int[m_nYDim];
glGenTextures(m_nYDim, m_pYTexNames);
m_pZTexNames = new unsigned int[m_nZDim];
glGenTextures(m_nZDim, m_pZTexNames);[/source]

And for each of these I use glTexImage2D to generate the texture with some data.

Now, my understanding is that when you use this the data resides on the GPU memory but I see the system RAM increasing quite a bit after these calls and they stay high till I deallocate the texture (I verified this using the windows task manager).

Is this normal? Have I misunderstood how this works? I can show more detailed code if you want.

Thanks,

xarg
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All gentextures does it get you a valid Texture ID. It doesn't actually create a texture for you. So, you would Usually,

GenTexture //get an ID
BindTexture //sets the active texture for work
Fillorcreate the texture stuff here

GenTexture should only be called when you want a NEW texture ID. If you are just updating a texture, or want to bind it for work, use the ID that you got from your GenTexture call when you created the resource.
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The GL driver also keeps a copy of the texture image in RAM. The contents of the VRAM accessible to the GPU can be dumped at any time (for example, if the screen resolution is changed), and the driver needs to be able to restore your textures from its copy in RAM without you having to do anything.
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