Oh that's great. Thanks for the definitive reply, I'd suspected something like this was going on, but it's nice not to feel isolated as I've spent hours tracking down something that I had no control...
Type: Posts; User: DaveHoskins
Oh that's great. Thanks for the definitive reply, I'd suspected something like this was going on, but it's nice not to feel isolated as I've spent hours tracking down something that I had no control...
OK, like textures. Thanks I'll do that.
Although my point was that SUBData is supposed to be the preferred way to update a buffer of the same size, isn't it?
It seems to not be a problem on a Win7 laptop. So I'm presume it's wasteful driver software that's munching up memory on my GTX 260. In fact, my same executable uses 200Mb less memory on the laptop!...
Thanks for replying.
I'm just getting delays on slower graphics cards (laptop). A small number of textures are 2048x2048 in size, and I was wondering if the pipeline was halted while the texture was...
Hello, I'm FBO rendering to quite large textures, often with complex shaders. But I don't need them immediately, so would it be better to double buffer them to be used in the next frame, or doesn't...
Hello, I want to update some fixed size vertex data, which should be straight forward, but I'm getting increasing memory usage if I'm updating with 'glBufferSubData.'
In the test example below, if I...