On Saturday, 18 June 2016 at 00:56:57 UTC, Joerg Joergonson wrote:
On Friday, 17 June 2016 at 14:48:22 UTC, Adam D. Ruppe wrote:
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Yes, same here! Great! It runs around 122MB in x86 and 107MB x64. Much better!

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Yeah, strange but good catch! It now works in x64! I modified it to to!wstring(title).dup simply to have the same title and classname.

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I have the opposite on memory but not a big deal.


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I will investigate this soon and report back anything. It probably is something straightforward.

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I found this on non-power of 2 textures:

https://www.opengl.org/wiki/NPOT_Texture


https://www.opengl.org/registry/specs/ARB/texture_non_power_of_two.txt

It seems like it's probably a quick and easy add on and you already have the padding code, it could easily be optional(set a flag or pass a bool or whatever).

it could definitely same some serious memory for large textures.

e.g., a 3000x3000x4 texture takes about 36MB or 2^25.1 bytes. Since this has to be rounded up to 2^26 = 67MB, we almost have doubled the amount of wasted space.

Hence, allowing for non-power of two would probably reduce the memory footprint of my code to near 50MB(around 40MB being the minimum using uncompressed textures).

I might try to get a working version of that at some point. Going to deal with the cpu thing now though.

Thanks again.

Never mind about this. I wasn't keeping in mind that these textures are ultimately going to end up in the video card memory.

I simply removed your nextpowerof2 code(so the width and height wasn't being enlarged) and saw no memory change). Obviously because they are temporary buffers, I guess?

If this is the case, then maybe there is one odd temporary still hanging around in png?


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