Re: glDeleteHandle of pfTextures

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From: Angus Dorbie (dorbie++at++sgi.com)
Date: 04/05/2000 16:41:00


If you just delete the pfTexture then the handle will be recirculated
internally and ultimately be used with a different image size but that's
a slightly sloppy approach.

What you are asking for is to delete the gl handle under the pfTexture
and then when you later reuse the texture you'll be in good shape and
that's not the case.

Cheers,ANgus.

christopher.g.dorosky++at++lmco.com wrote:
>
> 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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> > --
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> >
> > "In the middle of difficulty lies opportunity."
> > --Albert Einstein
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-- 
For Performer+OpenGL tutorials http://www.dorbie.com/

"In the middle of difficulty lies opportunity." --Albert Einstein


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