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

