I have a newby question to ask... so please be gentil....

Let's say I have 2 cameras running in different draw threads. Each camera is 
also associated with a different graphic context. If I load a 2D texture then 
each context will have its own opengl texture object (created in the 
Texture2D::Apply() function).  So far so good... 

My question is: will the opengl driver have 2 instance of the texture object in 
memory and therefore occuping twice the amount necessary? Or is the driver 
smart enough to somehow share the same memory space for both instances?

I guess the answer is that each texture is represented in each graphic context 
by a different opengl texture object, and thus will occupy N times the required 
memory space, where N is the number of graphic context. Am I understanding this 
right?

Regards,

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=34460#34460





_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to