November 2019
Intermediate to advanced
404 pages
12h 9m
English
One last consideration related to textures is how much VRAM we have available. Most texture transfer from CPU to GPU occurs during initialization, but can also occur when a non-existent texture is first required by the current view. This process is normally asynchronous and will result in a blank texture being used until the full texture is ready for rendering (refer to Chapter 4, Optimizing Your Art Assets, to note that this assumes read/write access is disabled for the texture). As such, we should avoid introducing new textures at runtime too frequently.
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