Game Development Community

Limitation of number of texture

by Samme Ng · in Torque Game Engine · 12/23/2003 (2:31 am) · 2 replies

I would like to ask a question to those openGL expert:
When I call glGenTexture -> glBindTexture -> glTexImage2D to make a texture from a system memory, how the openGL handling the texture memory?

My problem is: I would like to create quite a number of texture, say several Mbyte. It will first consume the system memory, then will openGL keep another copy of those texture in system memory? Or it will try to put to video memory? If they all reside in system memory, is openGL will copy to video memory as soon as we can glBindTexture?

My concern is how the performance be affected by amount texture loaded in game.

Thanks!

#1
12/30/2003 (9:07 am)
Well, for our game we have A LOT of different textures, and os/videocard works ok. But since we use a specific hardware we can do it, this isnt really the good way. The best you can do is try it with your PCs.
#2
07/10/2007 (11:34 am)
Hi,

I'm also interested in this as well (I know this is an old thread). What happens when Torque loads the texture? Does it keep a copy in system memory?

The reason I'm asking is because I have quite a large number of textures in my world, and right now, we have Torque using up to 800 MB of system memory. Also, the load times are extremely slow (but this is due to the glTexImage2D call in TextureManager::createGLName.


Is there some way to speed up texture uploads to the video card through OpenGL?
Are there some ways to reduce the memory usage of Torque?

Thanks.