RE: switches and texture memory

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Marinelli, William A (MarinelliWA++at++navair.navy.mil)
Mon, 15 Mar 1999 13:35:19 -0500


It would seem ideal to have some textures to resident all of the time and
others paged. If flying over geo-specific terrain, that texture should be
paged. If the ownship shoots a missile and it hit's somewhere, and dynamic
textures are used as model the explosion, (say, different effects depending
on what's hit), then resident textures make sense.

> -----Original Message-----
> From: don_burns++at++peru.engr.sgi.com [SMTP:don_burns++at++peru.engr.sgi.com]
> Sent: Thursday, March 11, 1999 1:59 PM
> To: Wear, Mark; 'Info-Performer'
> Subject: Re: switches and texture memory
>
> Textures are loaded into texture memory when an object has been drawn
> requiring
> the texture (texture memory miss). They remain resident until the space
> is
> needed by another texture (in the case of texture memory being full), or
> the
> space is made available by explicitely deleting the GL handle, or
> destroying
> the graphics context.
>
>


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