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[jitter] Re: Frames loading & unloading

Wesley Smith wesley.hoke at gmail.com
Thu Aug 2 13:46:49 MDT 2007


The OS manages VRAM based on its best guess as to what is needed in
the near future.  If you texture:bind() texture:unbind(), it will
probably (I say probably because I haven't verified) get loaded onto
the GPU so that your next use will be more responsive.  If your
animations aren't very long, load them into one giant texture and
animate by texture coordinate offsets.

This is a tricky area and I'm not sure what best practice here is, so
you're just going to have to play around with things to see what works
best.

wes

On 8/2/07, Alexandre Quessy <alexandre at quessy.net> wrote:
>
> Hi,
> thanks for the suggestion, Andrew.
>
> Does this technique use less VRAM at all ? It's probably not so significant.
>
> I just have done more tests with many textures, and it's about twice as fast as playing jit.qt.movie. What I need to figure out is : how can I completely free the VRAM that a jit.gl.texture uses ?
>
> Thanks !
>
> a
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