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BMAPs and memory #54476
09/08/05 18:11
09/08/05 18:11
Joined: Nov 2004
Posts: 1,011
South Africa
capanno Offline OP
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capanno  Offline OP
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Joined: Nov 2004
Posts: 1,011
South Africa
Hi,

While running a test level with the stats screen (fps, memory usage etc.) I noticed that a bmap only uses memory the moment it turn visible on the screen. The way I had it, is that all the bmaps are loaded into memory at startup. Is this memory-counter I see video memory, and does the engine move the bmap from sys memory to video memory when its .visible flag is set to on, or what?

Thanx

cap

Re: BMAPs and memory [Re: capanno] #54477
09/08/05 20:44
09/08/05 20:44
Joined: May 2005
Posts: 2
B
BlastMan Offline
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BlastMan  Offline
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Normally, with DirectX (on so 3DGS), each graphic file (like tex, bmap, object) is loaded TWICE : once on the system memory (RAM), and once on the graphic memory.

PS : Maybe the stat you had seen shows DISPLAYED objects only

Last edited by BlastMan; 09/08/05 20:45.
Re: BMAPs and memory [Re: BlastMan] #54478
09/19/05 14:51
09/19/05 14:51
Joined: Nov 2004
Posts: 1,011
South Africa
capanno Offline OP
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capanno  Offline OP
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South Africa
Can someone from Conitec help?

Re: BMAPs and memory [Re: capanno] #54479
09/22/05 10:15
09/22/05 10:15
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

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Posts: 4,608
you can preload your images: bmap_preload(...)


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Re: BMAPs and memory [Re: capanno] #54480
09/22/05 10:32
09/22/05 10:32
Joined: Aug 2005
Posts: 1,185
Ukraine
Lion_Ts Offline
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Lion_Ts  Offline
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Quote:


Hi,
... and does the engine move the bmap from sys memory to video memory when its .visible flag is set to on, or what?...




Bmap (texture) moved to videomem, when it visible in the camera view. And yes, it can be preloaded for no delay, when it visible on screen for first time.


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