On Fri, Jan 17, 2003 at 11:26:02AM -0800, Allen Akin wrote:
> On Thu, Jan 16, 2003 at 11:42:31PM -0800, magenta wrote:
> | I'd personally take the school of thought that if the user is running a
> | game which takes up 60MB of texture memory and then tries to concurrently
> | launch something which takes up another 60MB of texture memory, it's their
> | own fault that the other thing can only get 20MB. :)
> 
> That's perfectly reasonable behavior on a game console, or on some
> special-purpose systems (like avionics).  For a general-purpose desktop,
> it's nice to virtualize texture memory.  That way everything continues
> to run (though it may be slow), just like with ordinary user processes. 

Good point.  I hadn't thought of the case of a GL-composited desktop
environment like Jens had posted about, for example...  My intent was that
the applications would still *run*, they just wouldn't have much texture
memory available.  Though yeah, being able to page out other applications'
video memory allocations would definitely be a good thing.

> OpenGL certainly needs to give apps more control over memory management.
> There have been some proposals and extensions for that in the past, and
> the GL2 working-group is planning new ones for the future.

-- 
http://trikuare.cx


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