1. Using glBindTexture in display lists, memory issues?
Hello,
My program loads in around 1000 textures into memory, then loads 3000 model
files, creating display lists for each one holding all the texture binding
and vertex information, then frees the model file from memory, so the only
things being stored are the textures and display lists. All the textures and
models are used.
This is required for an editing program, which just edits the position of
objects, but not the objects themselves, and all the objects need to be able
to be viewed together onscreen. This is why I chose to place the models in
display lists, as they would be fast and dont need to be modified, but is
this a bad idea for the amount of models used?
This all works fine, uses around 300mb of memory, and the loading times
arent too bad until the viewport is created, which takes around 1-2mins. Is
there any way to optimise this, I am guessing having so many textures loaded
using glTexImage causes the slowdown in starting opengl. But if I dont have
the textures loaded before, and load them on demand, then I cant create the
display lists as I currently do, so performance is unbearable.
It appears that using glBindTexture within display lists uses up a large
amount of memory? As if I dont bind any textures when creating the display
lists (though the textures are still loaded using glTexImage), it uses 40mb
less ram.
Any suggestions on improving performance, as the main causes for concern are
the opengl startup time and the memory consumption.
Cheers, LilSpike
P.S - Thanks fungus for the help with the alpha blending, that works
properly now :)
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