OK thank you Robert, I'll unref manually my images.

Cheers,

On Tue, Apr 20, 2010 at 8:16 PM, Robert Osfield <[email protected]>wrote:

> Hi Serge,
>
> Enable the unref image after apply in your case is a bit awkward as,
> as you have found, the mechanism assumes that all contexts will
> require the texture.
>
> Another way around the issue is to use the texture object pool to keep
> a cap on the memory usage on the driver and GPU side.  Another route
> migt be to make areAllTextureObjectsLoaded() virtue or have a callback
> for it so you can customize the behavior.
>
> Robert.
>
> On Tue, Apr 20, 2010 at 6:21 PM, Serge Lages <[email protected]>
> wrote:
> > Hi Robert and all,
> > Another question related to multi-screen/multi-context applications (yes,
> > still one...). I am currently trying to save some memory on my
> application,
> > so I want some of my textures to be uploaded in the graphic card and
> release
> > it from the classic RAM, that's why I set setUnRefImageDataAfterApply to
> > true.
> > But looking at Texture2D.cpp, here is the conditions to unref an image :
> > state.getMaxTexturePoolSize()==0 &&
> > _unrefImageDataAfterApply &&
> > areAllTextureObjectsLoaded() &&
> > image->getDataVariance()==STATIC
> > I am currently having troubles with the areAllTextureObjectsLoaded
> > condition, it checks if all the available contexts have uploaded the
> > texture. The problem here is that my texture is designed only for one of
> my
> > screens, so it's applied for only one context, so this condition is
> always
> > false and the image is never released.
> > Am I doing something wrong ? And is there any way to force my image to be
> > unref ? The only solution is a custom callback setting the image to NULL
> > after a first apply ?
> > Thanks !
> > --
> > Serge Lages
> > http://www.tharsis-software.com
> >
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> >
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> >
> >
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-- 
Serge Lages
http://www.tharsis-software.com
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