[info-performer] pfTexture & pfGeoArray memory

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From: Hugues De Keyzer (hugues++at++depinxi.be)
Date: 09/16/2005 01:12:27


Hi all,

we are building a huge virtual world with many big textures and a lot of high-definition models. The world is totally loaded at start, but we display only a part of it at a time. The problem is that we reach the maximum total memory address space for a process (3 Gb for a 4 Gb system kernel, or 4 Gb for a 64 Gb system kernel). The data that takes up the biggest part of the memory is the textures.

Actually, when a texture has been formatted for OpenGL, we don't need the internal pfTexture data anymore. The GL keeps its own copy, or am I wrong? Is there a way to free the pfTexture memory once the texture has been created in the GL? This would save us more than 50 % of the memory taken by the textures.

Is this also possible with the pfGeoArrays?

Regards,

Hugues De Keyzer
de pinxi


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