I'm creating a bunch of "unsigned short" textures using
I suspect the texture go to AGP memory instead of texture memory on the
GPU. Is there a way to query an entry in m_proj_tex_array if it resides
in AGP or texture memory?
Moreover, is there a way to force textures in GPU texture memory (and
fail if there is none left, instead of using AGP memory)? Something like
D3DPOOL_GPU? It seems there is not better choice than D3DPOOL_DEFAULT.
Another guess I have is that the textures go to AGP memory because of
the D3DUSAGE_DYNAMIC flag. I use this flag to be able to lock / memcpy /
unlock the texture instead of calling D3DXLoadSurfaceFromMemory, because
memcpy seems much faster. If i change D3DUSAGE_DYNAMIC to 0, would that
guarantee my textures to go to GPU texture memory?
(remove "NOSP" and "M" from my e-mail address)