DDS question

Blitz3D Forums/Blitz3D Programming/DDS question

Got a little code example of this? Remember that AvailVidMem is updated only after a renderworld ( it appears to be during a RenderWorld call that textures are transferred from system ram into vidram ) so you need to call renderworld at least once after a texture change before testing the available video memory.

Also are the textures both the same type? There are all kinds of DDS settings, so one could in fact be four times the size of the other at the same resolution, or the same size at a quarter of the res.