XNA Shader Texture Memory
- by Alex
I was wondering about texture optimization in XNA 4.0.
Will the the contentmanager send the texturedata to the GPU directly when the texture gets loaded or do I send the texture data to the GPU when I declare a texture in my shader.
If that's the case, what happens if I have 5 shaders all using the same texture, does that mean that I send 5 instances of that texture data to the gpu or am I simply telling the GPU what preloaded texture to use?
Or does XNA do the heavy lifting in the background?