Re: glDeleteHandle of pfTextures

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From: Angus Dorbie (dorbie++at++sgi.com)
Date: 04/05/2000 14:34:17


christopher.g.dorosky++at++lmco.com wrote:
>
> 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.

But subsequently the pfTexture has no glHandle. I haven't chacked to see
what would happen but it seems troublesome. You might bind the old name
which will be reused or invalid. Maybe it get's another.

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

No, it's not safe.

>
> 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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