I was wondering where the textures are when using wglShareLists,
are they on the PC RAM or on the graphic card ram?
I was wondering where the textures are when using wglShareLists,
are they on the PC RAM or on the graphic card ram?
I would guess this depends on the driver.
Let me refine my question.
When sharing textures between a number of rendering contexts is there a way to know where the textures are stored? (Video card RAM or PC RAM)
if it is indeed driver depended, is it writen in the driver spec?
wglShareLists is just a flag that tells the driver that 2 contexts(or more) can use the same texture. Typically, the driver will store textures in the best place possible which would be VRAM.
It will do the same for all resources : shaders, FBO, VBO, etc.
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Sig: http://glhlib.sourceforge.net
an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glhQuickInvertMatrixf2(matrix, inverse_matrix);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);
No way to know, not written in the specOriginally Posted by Spyer
Why do you want to know?