RE: glDeleteHandle of pfTextures

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From: christopher.g.dorosky++at++lmco.com
Date: 04/05/2000 15:36:32


It seems the only way to remove something from TRAM is with the
glDeleteHandle.

So if I have a building that I want paged in and out (because there are
many), I can glDeleteHandle when I want it out.
However, if this screws up the pfTexture, then it is neccessary to redo the
geostate that referenced the texture, which is no fun.

I assumed that some texformat calls and a pfTexture->format would be enough.
(to get another glHandle)

Is it really this hard just to remove something from texture memory?

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 4:34 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:
> >
> > 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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> --Albert Einstein
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