Yes i cut it down by switching from a 2048x2048 (10 mb ) texture to a 1024x1024. that fixed it. cant use a png packer as the textures has other types of data used by the shaders.
But i like to use the 2048x2048 texture, but how many times is the same texture sent to the GPU ?
LoadImage , put the packed image into memory compressed ?
SetObjectImage , copy the packed image into the GPU memory and uncompress it ? , and still leaves the packed image in memory ?
What if i use the same texture on different objects that use different shaders , is the same image then copied multiply times to the GPU ?
best regards Preben Eriksen,