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Generating and Loading textures

Started by veredz May 24, 2003 at 10:50 AM 0 replies 200+ views
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veredz
veredz
The following code (Nehe: lesson 06): --------------------------------------------------------- glGenTextures(1, &texture[0]); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, 3, sizeX, sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, data); --------------------------------------------------------- is used to define a texture so we could later on display it on screen using OpenGL. How can we make sure that the graphic card has enough memory to contain a texture ?. If it doesn''t have space for it, any OpenGL operations like zoom,rotate can take Host resources instead of Graphic card resources. Thanks, Zvika.
Cifko
Cifko
Yes, it will use ram, may be swap file ;-)))

In 3d mark 2000 was 64 mb texture maping in some tunel,
When you try it on 32 mb card you will see only one frame, but 32mb texture maping is in normal


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