I am trying to run an operation on a texture. The code worked on my old computer but since I moved to a new one it’s stopped working. I used the glGetError function to try and establish when the problem was occuring. I found it happens when glBindFramebufferEXT is called:
The code I posted is called directly after the initialisation process. I forgot to mention that I have used RivaTuner to track the memory usage and it shows that at the time of running the GPU is only using 2-3MB of memory, i.e. it is not out of memory. I am using a Nvidia GeForce 8600 GTS GPU. I have not yet created any textures, I am simply attempting to create an FBO (my first too) so that I can then create a texture and attach it to the FBO.
So I am confused as to why, before I have even run any operations, it says out of memory. Clearly it is not, but I don’t know whats wrong!
RivaTuner is a program that allows you to look at the memory on the GPU. Its live and shows it on a graph so you can see exactly what memory is being used when as you debug your code.
completely free. its ace, theres tonnes of other stuff in the programme but i use a real time graph of the GPU, so you can find out exactly what calls create memory on the GPU. i have heard that the GPU sometimes waits after a function call before completing the request, which I believe glFlush() sorts out, but other than that its extremely useful. i havn’t tried gpuMemset80. let us know if you can’t find the right option in RivaTuner.