i’m mapping texture to achieve high quality rendering. My textures are 3000*2000 (that’s ok on a n nvidia card).
It works well for a few textures but when using many of these large textures, i get an “out of memory” error from openGL and the last textures are not rendered.
I feel it’s related to the fact i’m using display list for textures. This is known to use much memory and it does in my case, process is up to 800Mo of RAM. And the error pops up at the line glTexImage2D when i’m creating my display list.
Any idea about how to solve that ?
I agree I can reduce texture size and it works. But i’d like to understand precisely why it uses so much memory.