opengl - glDrawArray+VBO increasing memory footprint -
i writing windows based opengl viewer application. using vbo + triangle strip + gldrawarrays method render meshes. every thing working on machines. in case of windows desktop nvidia quadro cards working/peak working memory shoots when first call gldrawarray. while in case of laptops having nvidia mobile graphic cards working memory or peak working memory not shoot. since last few days checking forums/post/tuts vbo memory issue. tried combinations of vbo gl_static_draw/dynamic/stream, glmapbuffer/glunmapbuffer. nothing stops shooting memory on desktops. suspect vbo ogl 1.5 missing flags. ps: have 500 600 vbo's in application. using array of structures ( i.e. v,n,c,t in structure). , not aligning vbos 16k memory. can 1 suggest me how should go ahead solve issue. hints/pointers helpful.
do run out of memory or application increasingly consume memory? if not, why bother? if opengl implementation keeps working copy itself, reason. there's little can on opengl side avoid this, since it's entirely driver how manages stuff. think best course of action, if want keep memory footprint low, contacting nvidia, can double check if may bug in drivers.
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