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rgreene
10-17-2002, 11:14 AM
I assume that when I call glTexImage2D () the OpenGL driver attempts to put the texture into video memory, and if it cannot, then it stuffs it into the next most likely place (AGP?). Is there an easy way to make it simply fail to upload the texture if it cannot fit it into video memory?

mikael_aronsson
10-17-2002, 11:06 PM
Hi !

No, at least no solution that will work with all video cards.

Mikael