Traditionally, OpenGL has treated resource management as a task of hardware virtualization hidden from applications. While providing great portability, this shielding of information can prevent applications from making intelligent decisions on the management of resources they create. For instance, an application may be better served by choosing a different rendering method if there is not sufficient resources to efficiently utilize its preferred method.
Requires OpenGL 1.
| Modifier and Type | Field and Description |
|---|---|
| public static final int | GL_RENDERBUFFER_FREE_MEMORY_ATI
Accepted by the |
| public static final int | GL_TEXTURE_FREE_MEMORY_ATI
Accepted by the |
| public static final int | GL_VBO_FREE_MEMORY_ATI
Accepted by the |
| Access | Constructor and Description |
|---|---|
| private |
| GL_RENDERBUFFER_FREE_MEMORY_ATI | back to summary |
|---|---|
| public static final int GL_RENDERBUFFER_FREE_MEMORY_ATI Accepted by the | |
| GL_TEXTURE_FREE_MEMORY_ATI | back to summary |
|---|---|
| public static final int GL_TEXTURE_FREE_MEMORY_ATI Accepted by the | |
| GL_VBO_FREE_MEMORY_ATI | back to summary |
|---|---|
| public static final int GL_VBO_FREE_MEMORY_ATI Accepted by the | |
| ATIMeminfo | back to summary |
|---|---|
| private ATIMeminfo() | |