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evaluating total tex memory...

Started by jasonf Jun 16, 2002 at 9:43 PM 0 replies 450+ views
Original Post
jasonf
jasonf
i''m developing an app and need to know the total amount of texture memory any given piece of hardware has so i know to either dynamically lower the res of the textures i bind, or to disallow the loading of more graphics. i read on the DevIL page that glGetIntegerv is the way to get this info, but after looking over the param list I am unable to determine which to use... i can find the maximum texture size - 256*256 etc...but not what i''m looking for. can anyone point me in the right direction? thanks in advance.... btw-> i''d be using devil, but i want to try to market this app and i''m not sure how that would work with the gnu lesser license... jason
Jason FeserCode Geek / Visuals Guyelasticmediaproductionshttp://www.elasticvisuals.com
Null and Void
Null and Void
I know of now portable method of getting the amount of total or available video memory.
quote:
Original post by jasonf
btw-> i''d be using devil, but i want to try to market this app and i''m not sure how that would work with the gnu lesser license...

Basically:
  • Include a copy of the LGPL with your application and make sure to note the libraries which you are using which are under the LGPL.
  • Make sure you dynamically link to all LGPL libraries (as opposed to staticly linking to them). The user must be able to update/replace/whatever the LGPL libraries, and this makes it easy for them to do that.
  • Include the source code to all of the LGPL libraries you use.

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