Original Post
The following code (Nehe: lesson 06):
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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);
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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.
