Search found 4 matches
- Wed Nov 25, 2009 7:51 am
- Forum: Advanced Help
- Topic: Preload ~700mb worth of JPG-images
- Replies: 10
- Views: 1429
Thanks a lot, Nox! If I do material->setTexture(0, SceneManager->getVideoDriver()->getTexture(imageFilename)); then the image is only loaded into sysmem, not devicemem and only when the material is used (driver->setMaterial) the texture is moved to devicemem, right? I don't have access to the Irrlic...
- Tue Nov 24, 2009 5:39 pm
- Forum: Advanced Help
- Topic: Preload ~700mb worth of JPG-images
- Replies: 10
- Views: 1429
Thanks, I tried it out. Out of several problems this is the worst: even with the use of critical sections the application crashes if the images are are changed rapidly. Maybe I have to think it over and be more carefully. I heard irrlicht is not threadsafe, maybe this is a problem too. Remember that...
- Tue Nov 24, 2009 4:15 pm
- Forum: Advanced Help
- Topic: Preload ~700mb worth of JPG-images
- Replies: 10
- Views: 1429
Thanks for the replies. JPG is a rather good compression - but in memory you have them de-compressed so they will need a lot more memory. That is probably the reason it does not work. Asynchronous loading or multi threaded should be the best solution... Remember that when you load a texture you also...
- Tue Nov 24, 2009 3:45 pm
- Forum: Advanced Help
- Topic: Preload ~700mb worth of JPG-images
- Replies: 10
- Views: 1429
Preload ~700mb worth of JPG-images
Hello everyone, I have around 750mb of JPG-images (all photographs). In each frame I select one of those images (unknown in advance) and load it with driver->getTexture(imageFilename) before rendering it. This, however, is a real FPS-killer. So my idea was to just preload all the images. For some re...