Mipmapping and VRam resident not working 2gether?

Blitz3D Forums/Blitz3D Programming/Mipmapping and VRam resident not working 2gether?

OK, I'm getting a bit confused here. :P

TBH I don't really see what flag 256 is for - I thought all textures are kept in VRAM. When I LoadTexture() does Blitz not just load the texture into VRAM? Why do we need a flag to tell Blitz to store it in VRAM?

I have a texture I need to re-draw every frame (a dynamic shadow map) so I assume I need to use flag 256 to keep the rendering as fast as possible, yes?

Surely the GPU can only render to it's own memory (VRAM) and not sysmem? If so, I don't see the point of swapping stuff out to sysmem, other than if VRAM becomes full.

Can someone explain to Mr. Thicko here what's going on! :P

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Thanks for the link Dreamora ;)