It is my understanding that textures are loaded onto the video card when a gluBuild*Mipmaps occurs. But how is this managed? In other words what if the texture memory on the card fills up (does gluBiuld*Mipmaps return an error)? What about different rendering contexts, how/where are the textures for an old context stored when a context switch occurs? Is this all managed by the driver? Is there any method for interrogating the card for what textures are resident?
I'm experiencing a problem rendering with the same textures to different windows sharing a context and I'm not sure what is causing it.
thanks,
weston