Hi Serge,
On Wed, Apr 21, 2010 at 4:31 PM, Serge Lages wrote:
> I was wondering, if I unref manually my images but also activate the texture
> pool with OSG_TEXTURE_POOL_SIZE, is there any risk that one of my images
> will be unloaded from the graphic card and then it will be impossible to
> load
Hi Robert,
I was wondering, if I unref manually my images but also activate the texture
pool with OSG_TEXTURE_POOL_SIZE, is there any risk that one of my images
will be unloaded from the graphic card and then it will be impossible to
load it again because it has been unref ?
Thanks !
On Wed, Apr
OK thank you Robert, I'll unref manually my images.
Cheers,
On Tue, Apr 20, 2010 at 8:16 PM, Robert Osfield wrote:
> Hi Serge,
>
> Enable the unref image after apply in your case is a bit awkward as,
> as you have found, the mechanism assumes that all contexts will
> require the texture.
>
> Ano
Hi Serge,
Enable the unref image after apply in your case is a bit awkward as,
as you have found, the mechanism assumes that all contexts will
require the texture.
Another way around the issue is to use the texture object pool to keep
a cap on the memory usage on the driver and GPU side. Another
Hi Robert and all,
Another question related to multi-screen/multi-context applications (yes,
still one...). I am currently trying to save some memory on my application,
so I want some of my textures to be uploaded in the graphic card and release
it from the classic RAM, that's why I set setUnRefIm
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