Yes, you can even change a flag in the sources and all memory is immediately freed, but I fear that textures which are locked each frame or so will thrash the memory pool and kill any framerate left (which won't be too much when locking each frame, anyway...). Moreover, we already have enough things to test for 1.5
I was very serious about the memory, since i was developing a virtual walkthough...nearly a commercial one.The main thing in its development is quality.I use lightmapping and when increasing quality....app sucks too much memory...im using 1024x1024 textures...One of my level took almost 210mb mem...i was worried about this....
any way can somebody say what is the amount of memory occupied by a standard 3d game(dont say about crysis or such )...at any instant....
Ahh, some ideas from the Irrlicht 1.6 plan: Compressed textures, Mipmap LOD, shared depth buffers. This can help tremendously, but won't remedy large texture constraints completely.
hi,
Good maths 1024x1024x4 . But may i ask you one thing..Will the whole double if i use the same mesh twice in the scene?
I was testing a floor alpha based reflection for my arch walk. When i calculated the memory....i got around 50mb but when it was loaded ...it took double of that over 100mb...
I mirrored the mesh in 3ds max and exported as b3d...
No, textures are only loaded once, but depending on your reporting tool it might also show VMEM usage. Also note that mipmaps will take another 50% additional memory.