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Thread: Texture memory available ? HELP!!

  1. #1
    Junior Member Newbie
    Join Date
    Sep 2001
    Location
    roma,italia
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    2

    Texture memory available ? HELP!!

    Hi,
    How can I know in real time the current texture memory available? I need this information because I have several textures to load in my project.
    I know how much large is the memory of my video card but I must
    render my program an independent program from PC.I tried to use "
    GL_OUT_OF_MEMORY " but it seems that it never does not go in overflow,
    but I have noticed that when it loads the y image the frequency of
    rendering lowers much. As soon as it loaded the (y+1) image the
    frequency returns the normal frequency.This last thing me is not clear, in
    fact I thought that once filled up the memory video the images went
    loaded on a memory host; but evidently is not therefore, otherwise (y+1)
    image and the successive ones would have also they one low frequency.
    Thank you, best regards
    Bino

  2. #2
    Advanced Member Frequent Contributor
    Join Date
    Aug 2000
    Location
    Portsmouth, Hampshire, England
    Posts
    926

    Re: Texture memory available ? HELP!!

    How can I know in real time the current texture memory available?
    Short answer: You cant. For a multitude of reasons, that I really can't be bothered to start going on about. (it's late here)

    Do a search on this kind of thing in the forums, it's been covered many times.

    Nutty

  3. #3
    Intern Contributor
    Join Date
    Feb 2001
    Posts
    89

    Re: Texture memory available ? HELP!!

    Just get the memory amount at the start and keep track of it. It'd probably be faster that way anyway. Be sure to take out the memory amount needed to operate the framebuffers and such...
    -pATCheS

  4. #4
    Advanced Member Frequent Contributor
    Join Date
    Aug 2000
    Location
    Portsmouth, Hampshire, England
    Posts
    926

    Re: Texture memory available ? HELP!!

    That method isn't entirely accurate either.

    There are other things in VRAM appart from frame/Z/stencil buffers and textures.

    Sometimes when you think a texture would fit, it wont due to the banking (memory configurations) used on the graphics card.

    Also, alot of systems dont have the distinction of VRAM = texture memory. Intels I740 cards store textures in AGP memory. Some SGI machines have unified system/video memory, and what if the user is using super sampled AA.

    The best solution is let the user specify the amount of texture detail used, so they can customize the looks/performance tradeoff to their own tastes.

    Nutty

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