Re: [hlcoders] Freeing VGUI Textures / Texture IDs

2005-02-17 Thread Jonathan Dance
Even so, how do you destroy VGUI textures? The VGUI texture system
(i.e. TextureIDs) is independent of panels, so they don't go away when
the panel is destroyed.
--JD
On Feb 16, 2005, at 2:18 PM, British_Bomber wrote:
VGUI has always been my down fall, but all VGUI panels are present at
any given time, but hidden correct?  If that is the case then my
assumtion would be that in order to move the textures anywhere there
would only be 1 place to go, destruction, but then you would have to
reload them when they were called again.
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Re: [hlcoders] Freeing VGUI Textures / Texture IDs

2005-02-16 Thread British_Bomber
VGUI has always been my down fall, but all VGUI panels are present at
any given time, but hidden correct?  If that is the case then my
assumtion would be that in order to move the textures anywhere there
would only be 1 place to go, destruction, but then you would have to
reload them when they were called again.

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[hlcoders] Freeing VGUI Textures / Texture IDs

2005-02-15 Thread Jonathan Dance
Hi,
I am working on a HUD and menus in VGUI that makes use of many
textures. I was looking at showbudget_texture and our VGUI textures
were pretty high. It seems that the engine keeps VGUI textures loaded
(in VRAM?) whether or not they are in use. Is there any way to indicate
to VGUI that these textures are not currently in use (i.e., store them
in RAM instead of VRAM)? Alternately, is there a way to free a texture
completely? If not, do you have any suggestions on how we might keep
our VGUI texture memory usage down (apart from using smaller/less
textures)?
Thanks in advance for your help.
--JD
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