From: Paolo Farinelli (paolo++at++sgi.com)
Date: 09/16/2005 06:12:26
Hi Hugues,
Try calling pfTexture::freeImage after having applied the
textures in all your DRAW processes (or all windows).
See man pfTexture for details.
Hope this helps.
Regards,
Paolo
-- Paolo Farinelli <paolo++at++sgi.com> OpenGL|Performer - Silicon Graphics Inc.On Fri, 16 Sep 2005 10:12:27 +0200, Hugues De Keyzer <hugues++at++depinxi.be> wrote:
> 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 > > > > ----------------------------------------------------------------------- > List Archives, Info, FAQ: http://www.sgi.com/software/performer/ > Open Development Project: http://oss.sgi.com/projects/performer/ > Submissions: info-performer++at++sgi.com > Admin. requests: info-performer-request++at++sgi.com > -----------------------------------------------------------------------
This archive was generated by hypermail 2b29 : Fri Sep 16 2005 - 06:07:27 PDT