RE: glDeleteHandle of pfTextures

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From: christopher.g.dorosky++at++lmco.com
Date: 04/05/2000 14:13:29


I didn't want to delete the pfTexture. That's not necessary to remove it
from TRAM, is it? That's what I was hoping glDeleteHandle would do.

Is it safe to do pfDeletes in the draw? (I know you usually don't do this
for performance reasons)

Christopher Dorosky
Senior Electronic Systems Engineer - Real Time Simulation
Lockheed Martin Missiles and Fire Control - Dallas
christopher.g.dorosky++at++lmco.com
972-603-2349

> ----------
> From: Angus Dorbie[SMTP:dorbie++at++sgi.com]
> Sent: Wednesday, April 05, 2000 4:06 PM
> To: christopher.g.dorosky++at++lmco.com
> Cc: info-performer++at++sgi.com
> Subject: Re: glDeleteHandle of pfTextures
>
> christopher.g.dorosky++at++lmco.com wrote:
> >
> > Hi,
> >
> > I have two questions regarding this procedure.
> >
> > 1) On a multipipe system, does the glDeleteHandle need to be done on all
> > pipes (for a shared texture)
>
> Yes, in the draw process. You must also defer the deletion of the
> pfTexture in the app until you have deleted the handles to be safe.
>
>
>
> > 2) Do mipmapped textures require anything more than a glDeleteHandle of
> the
> > base texture? ie do you need to get each level and delete it?
>
> No.
>
> Cheers,ANgus.
>
> --
> For Performer+OpenGL tutorials http://www.dorbie.com/
>
> "In the middle of difficulty lies opportunity."
> --Albert Einstein
>


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