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Leaving textures in memory, good or bad?

Leaving textures in memory, good or bad?

2004-03-06       - By Neto

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Reply:     1     2     3     4     5     6     7  

I think Director will force the texture upload if you change it's image
property. In the game I'm working on the W3Ds for the levels have all their
textures extracted into a specific cast and replaced by 1x1 pixel images.
When loading the level, the game will loop through all the textures and
change their images to the ones in the cast member. I tought this proccess
would take a while, but it's actually the fastest step in the level loading
routine, taking no more than a couple dozen milliseconds to complete. And it
seems to force all textures to be in the VRAM, because after I implemented
such loading scheme, the game no longer stalls when a never-seen-before
model with a big texture becomes visible.

-- -- Original Message -- --
From: "Berndt Garbotz" <berndt@(protected)>
To: <dir3d-l@(protected)>
Sent: Friday, March 05, 2004 10:14 AM
Subject: Re: [Dir3d-l] Leaving textures in memory, good or bad?


> hi,
>
> for our sammy kiosk project we forced our textures to be in ram. We have
> all texture placed on some shader, then we switch to a special 'high'
> cam above the scene.
> This is hidden with an overlay. You need an updatestage before switching
> to your 'normal' inscene cam.
> So we forced 50 MB textures into vram. We used that to prevent
> stuttering during the game.
>
> Berndt
>
>
> noisecrime wrote:
>
> However there is no gaurantee at this stage that the texture will be
placed
> in the cards vram, thats entirely up to the API to decide, you have no
> control over it. If its not on the card then its going to be in your main
> memory.
>
>
>
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