(Texture)Memory usage question
by Richard Marrevee · in Torque 3D Professional · 05/25/2011 (2:56 am) · 6 replies
Is there a function to get information about free texture memory and physical memory (not the metrics functions)? Both FreeMomoryDump() and getTextureProfileStats() don't give me the answers I need.
The reason I'm asking this is that when I run my game in debug-mode I get an Out of memory error at the GFXD3D9TextureManager::_createTexture Failed to create Texture from gfxd3d9device.h line 53. When I debug it it traces back to the nightCubeMap of the scatterSky object.
Now the used cubemap consists of 1024x1024 images, so I replaced it with the blackSkyCubeMap (sizes 32x32) and I don't get this error.
The strange thing is that when not running in debug mode everything seems to work normal (with the large cubemap).
System info:
Windows XP 32-bit
ASUS Geforce GTX460 with 1024 MB
4 GB installed memory
Pentium Dual-Core CPU E6800 3.33 GHz
T3D 1.1 Preview.
Thanks.
The reason I'm asking this is that when I run my game in debug-mode I get an Out of memory error at the GFXD3D9TextureManager::_createTexture Failed to create Texture from gfxd3d9device.h line 53. When I debug it it traces back to the nightCubeMap of the scatterSky object.
Now the used cubemap consists of 1024x1024 images, so I replaced it with the blackSkyCubeMap (sizes 32x32) and I don't get this error.
The strange thing is that when not running in debug mode everything seems to work normal (with the large cubemap).
System info:
Windows XP 32-bit
ASUS Geforce GTX460 with 1024 MB
4 GB installed memory
Pentium Dual-Core CPU E6800 3.33 GHz
T3D 1.1 Preview.
Thanks.
About the author
Started programming in 1984 on an Oric, when time progressed switched to MSX, Amiga and finally the Windows PC with T3D. Now developing an epic fantasy game: The Master's Eye. Creator of the DoorClass pack and VolumetricFog pack @ richardsgamestudio.com
#2
05/25/2011 (12:46 pm)
That's exactly my problem. The port from b3 to preview was not as smooth as I hoped for and introduced some strange crashes it scr*wed my Load game system and the progress to the next level aka mission which seem all to trace back to the texture manager.
#3
05/25/2011 (12:53 pm)
Yeah, I've had my own issues with Preview, and save for the TorqueTacticsTutorial, haven't been using it for my own stuff.
#4
05/25/2011 (1:08 pm)
That might be a wise decision, but I need the new zoning system very badly.
#5
05/25/2011 (2:42 pm)
Lol, so do I but that's why I came up with the hack of disabling the rendering of objects in groups by a trigger (fine for singleplayer - not gonna work for online)
#6
05/26/2011 (5:22 am)
I've tried that too, but it didn't bring much joy to me, unfortunately.
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