Ofcourse.... what I was trying to figure out is:
a) Does OpenGL mode have managed texture resource handling.
b) What effects would it have on a game if there was no texture management in OpenGL mode.
c) If internal surfaces were destroyed, or do they just hang around taking up valuable vram resources? In the demos above, the TImage resource keeps on taking up more and more vram / sram. In the last example, if a garbage collection is forced it appears the surface is released.
It would be nice if we knew exactly how it performs under the hood. Because you really should only be using as many Timages as you need per level. Then you should be able to reload new data into those Timages as needed.
a) Does OpenGL mode have managed texture resource handling.
b) What effects would it have on a game if there was no texture management in OpenGL mode.
c) If internal surfaces were destroyed, or do they just hang around taking up valuable vram resources? In the demos above, the TImage resource keeps on taking up more and more vram / sram. In the last example, if a garbage collection is forced it appears the surface is released.
It would be nice if we knew exactly how it performs under the hood. Because you really should only be using as many Timages as you need per level. Then you should be able to reload new data into those Timages as needed.