How load textures to system memory?
As with DirectX flag DDSCAPS_SYSTEMMEMORY
How load textures to system memory?
As with DirectX flag DDSCAPS_SYSTEMMEMORY
not possible with the FileTexture (EX9.Texture). only possible when writing your own plugin where you can simply specify that pool.
This possible with use “Template” or vvvv-sdk?
when using the Texture (EX9.Texture) template you will see it uses the TextureUtils to create the actual textures which defaults to pool.managed.
so you can still use the template as a start but have to replace the code that creates the textures with your own code. see?
Thnx, find, make.
Can play png sequence twice as long. But i want 15-20 )
I suspect that 4v 32 bit architecture does not take more than 4Gb system or gpu memory.
Yes?
Have nice time with new toys such as github, mvs2010, vvvv-sdk.
Life is getting interesting.
Also, for playing back image sequences, export your frames as dds files, then whack a loada ram in your machine and play them all from a ramdisk http://memory.dataram.com/products-and-services/software/ramdisk
I used this recently to play 25 1920*1080 30fps image sequences at the same time!