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Q:
I'm writing a RAVE engine that may work with multiple hardware cards across different A: If your engine always loads textures into VRAM, you should copy the texture to all hardware that utilizes that engine. If the texture is locked, you should do the same thing. If your engine dynamically loads the textures as they are needed, you should load the textures onto a piece of hardware when a polygon is submitted to a context located on that hardware. [Apr 20 1998] |
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