where textures stored in opengl es 2 ipad application? how can determine device capabilities storing textures? thought textures stored in ram, following code runs fine instead of causing overflow:
for(int i=0; i<3000; i++){ //generate textures , see when space run out gluint texture; glgentextures(1, &texture); glbindtexture(gl_texture_2d, texture); glteximage2d(gl_texture_2d, 0, gl_rgba, 768, 1024, 0, gl_rgba, gl_unsigned_byte, null); nslog(@"%i",glgeterror()); } am creating these textures wrong way or ipad capable of doing this?
textures stored in server space. thus, driver optimizes empty buffers , doesn't create them until need put data inside.
ipad not capable of storing 225gib of textures. :)
edit: glaretexturesresident deprecated already. not aware of replacements it.
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