Hel
06-12-2007, 01:44 PM
Hi,
Im currently trying to find out how to free a mipmap level after it has been initialized for a texture object.
Let say you initialize level 2,3,4,5,... as an initial step and at some point in your program you initialize level 1, because you need a greater level of detail. After a while you don't really need level 1 anymore and you want to free this texture memory.
Im not perfectly sure how to obtain this. Can one just call glTexImage*D again with the level=1, and specify zero width and height or is it enough to change the BASE_LEVEL parameter. Or do one have to use glDeleteTexture and start over in order to obtain this?
Hel
Im currently trying to find out how to free a mipmap level after it has been initialized for a texture object.
Let say you initialize level 2,3,4,5,... as an initial step and at some point in your program you initialize level 1, because you need a greater level of detail. After a while you don't really need level 1 anymore and you want to free this texture memory.
Im not perfectly sure how to obtain this. Can one just call glTexImage*D again with the level=1, and specify zero width and height or is it enough to change the BASE_LEVEL parameter. Or do one have to use glDeleteTexture and start over in order to obtain this?
Hel