opengl - How to create textures within GPU -


Can anyone tell me how to use hardware memory to make texture in OpenLL? I am currently running my game window mode, do I need to switch to fullscreen to use the hardware?

If I can make texture in hardware, then what kind of texture (except hardware memory) have no limit? And then how can I cache my texture in hardware? Thank you.

It should be covered by almost all texture tutorials of OpenGL. For example, and.

For every makeup you first need the texture name. The name of a texture is like a unique index for a single texture. Every name indicates a textured object whose own parameters, data, etc. are used to get new names. I do not know there is a limit other than the UIT category (2 ^ 32). If there is, you will probably get 0 for all the new textured names (and a mistake error).

The next step is your texture (see) after all the operations that use or affect textures will use the texture specified by the texture name which you used as the parameter of glBindTexture. You can now set the parameters for texture () and upload texture data (for 2D texture), after calling GlTexImage you can also freeze system memory with your textual data.

For static texture, all this has to be done once only if you want to use texture, then you need to re-pair it and enable texting (glEnable (GL_TEXTURE_2D)).

Size (width / height) for single texture is limited GL_MAX_TEXTURE_SIZE This is usually 4096, 8192 or 16384. It is also limited by the available graphics memory because it should fit in with some other resources like framebuffer or top buffer. All textures can have large available memory simultaneously, but then they will be swapped.

In most cases, the graphics driver should decide which structures are stored in the system memory and in graphics memory you can however give some texture either with a high priority with the glTexParameter .

Edit: I will not be worried too much, where the textures have been stored because the driver normally does a lot of things with that good job usually used Graphics is more likely to be stored in memory. If you set a preference that is just a "signal" for the driver, then how important it is to stay on the graphics card for texture, it is also possible that the priority is completely ignored. You can also see where the texture is currently.


Comments

Popular posts from this blog

c# - ListView onScroll event -

PHP - get image from byte array -

Linux Terminal Problem with Non-Canonical Terminal I/O app -