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1

As Ben suggested, you could use a dummy call to glTexImage2D(). If setting a 0x0 texture doesn't work, you should be able to create a 1x1 texture. I've seen the WebKit source code do something similar to "allocate" texture IDs, and then call glTexImage2D/glTexSubImage2D to upload the actual texture data later. Of course, it's up to the driver whether it ...


0

I believe that the best approach is to split the texture in many files and loading them on demand. Probably your problem is that you're trying to load larger textures that you would need for a complete 3D scene and you are using Allegro for that. For the big zoom-out you want to be able to apply, you have to use mipmaps. Mipmaps are lower-resolution ...


5

For a 32-bit game, as most games are for a variety of reasons, even a game that comes on one single-sided DVD (4.3GB) already has far more content that can be fitted into a 32-bit address space. And that's assuming the content isn't compressed on disc, and a perfectly optimal, load everything at once into contiguous address space approach. Many games now ...


13

Modern open-world games simply don't fit in memory. Keep in mind that most games are still 32-bit due to the number of gamers with 32-bit OSes, and a 32-bit process at best can only have 4GB of addressed memory at a time (independent of virtual memory) but realistically is limited to 2-3 GB. Toss in fragmentation and the actual amount of usable objects you ...



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