Re: [hlcoders] Freeing VGUI Textures / Texture IDs
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Freeing VGUI Textures / Texture IDs
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Freeing VGUI Textures / Texture IDs
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders