Texture proxy vs just allocating it and check for OOM condition?
I'm curious to hear if any one has an opinion on this.
I'm used to c/c++ programming when you allocate ram you can check for failure (either check the malloc return or catch std::bad_alloc), and handle failure if it occurs. OpenGL has the texture proxy which tells *if* you were to allocate a texture of a given size, would it succeed. Given that modern GPU have gigs of ram, how often to texture allocation fail because of (out-of-memory)OOM condition? I'd think that now days it's rare and you'd be better off skipping the proxy texture query and simply allocating the texture checking glGetEeror after glTexImage2D for the OOM condition. Thoughts? Opinions? Comments?