evaluating available texture memory
sorry for the cross post, but i can''t seem to find a solid answer on this...
anyone?
i''m developing an app and need to know the total amount of texture memory any given piece of hardware has so i know to either dynamically lower the res of the textures i bind, or to disallow the loading of more graphics. i read on the DevIL page that glGetIntegerv is the way to get this info, but after looking over the param list I am unable to determine which to use...
i can find the maximum texture size - 256*256 etc...but not what i''m looking for.
can anyone point me in the right direction?
thanks in advance....
btw-> i''d be using devil, but i want to try to market this app and i''m not sure how that would work with the gnu lesser license...
jason
Jason FeserCode Geek / Visuals Guyelasticmediaproductionshttp://www.elasticvisuals.com
As I understand it it''s legal to use any lib that is released under ''lesser GPL'' in a commercial produkt - but:
1) if you make any modifikations to the lib you must make those changes publicly avalible - either as scource or as object files
2) dont link staticly to the lib (ie. make it part of the exe) - then you have to make it possible for ppl to recompile your program ?
But if you just link to the dll''s (as is most often the case with DevIL) you should be home free:
quote:
from the lesser GPL
6 b) Use a suitable shared library mechanism for linking with the Library. A suitable mechanism is one that (1) uses at run time a copy of the library already present on the user''s computer system, rather than copying library functions into the executable, and (2) will operate properly with a modified version of the library, if the user installs one, as long as the modified version is interface-compatible with the version that the work was made with.
Your product (game / product) can be realesed under any terms you want (ie: commercial), but be aware of this line:
quote:
[...]provided that the terms permit modification of the work for the customer''s own use and reverse engineering for debugging such modifications.
Im no legal expert, but it seems to me that the above line makes it legal to use cracks and no-cd patches on your program.... but ofcourse if somebody does that and does not own a copy of your game / program it''s still theft

NOTE: the above is my interpretation of the lesser GPL and is not legaly binding for me, the FSF, GNU or any one else for that matter

Hope this helps

/Please excuse my bad spelling - My native language is binary not english
|Visit me
\Take my advice - I don''''t use it...
/Please excuse my bad spelling - My native language is binary not english|Visit meTake my advice - I don''t use it...
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement