AvailVidMem()

Blitz3D Forums/Blitz3D Programming/AvailVidMem()

mickybhai(Posted 2006) [#1]
I am running a car on a long road which is getting generated as the car travels. The road is made up of child models which i am hiding and showing to enable culling in blitz. I have noticed that available video memory keeps on going down as i move ahead and generated tracks. What could be reason? Need help

For i=1 To CountChildren(road)
If EntityDistance(mycar,GetChild(road,i))<100
ShowEntity GetChild(road,i)
Else
HideEntity GetChild(road,i)
End If
Next


GfK(Posted 2006) [#2]
Hiding an entity doesn't free up the memory that the entity uses, or the vram assigned to any textures applied to it.


mickybhai(Posted 2006) [#3]
Is there any solution to avoid this memory loss?


GfK(Posted 2006) [#4]
if you've constructed each section of your road from separate textures then you're going to run out of memory pretty quickly.

Way around it is to use fewer textures, using the same texture repeatedly where possible.


Ice9(Posted 2006) [#5]
I do the same thing in my game. If you show all the meshes at
the same time and check the memory, that should show approximately how much vid memory the level will take. It shouldn't be a problem. If you are generating a new mesh each time you come to a new section then that might be a problem.