View Full Version : Textures and Display Lists
I am working with some code the uses 3 large RGB textures (4096x2048) inside a display list. On the windows platform I am seeing textures disappear and reappear but Linux seems fine. This usually happens when other display listed texture intensive programs are running on the same box. A second very similar application uses the same textures in immediate mode and runs fine on both platforms.
What are the pros (if any) and cons of using textures inside a display list on present day hardware (nvidia quadro w/pci express)? Do display listed textures use more on board video ram?
Works fine in my mac program.
Though, I have seen this problem before and I think it might be a memory issue? :(
I'm not sure how to solve it but what happens if you don't delete the system memory after to create your texture? Maybe use GL_COMPRESSED_RGB to free up some more vram memory. I wonder if the card is out of memory then opengl runs back to the system memory copy? Not sure...
Just curious, is it a transparent texture?
02-28-2007, 06:49 AM
What do you mean, you use textures inside a display list?
Is the glTexImage2D-call inside the display list, or only the glBindTexture?
> Is the glTexImage2D-call inside the display list, > or only the glBindTexture?
It looks like both glTexImage2D and glBindTexture are inside the display list.
> Just curious, is it a transparent texture?
No transparent textures.
In my case,
glBindTexture (GL_TEXTURE_2D, _id );
There is a list of no no calls on p. 288 in the red book and these are not in that list, if I recall.
Thanks nib. By the way, it looks like we are Texas neighbors. :>)
Well, I just pulled the textures out of the DL and I still have the problem. I guess I'm dealing with a GL state issue or something.
I just put a glPushMatrix and glPopMatrix and the start and end of my lists. So, no transform funny business spills out.
Yep, I'm an Austin transplant. No more California mouse wheel for nib ... real estate is going to blow over there.
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