Castle Game Engine: CastleGLImages: Class TTextureMemoryProfiler

# Class TTextureMemoryProfiler
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleGLImages ## Declaration `type TTextureMemoryProfiler = class(TObject)` ## Description Part of CastleGLImages unit: texture memory profiler (TextureMemoryProfiler). ## Hierarchy TObject TTextureMemoryProfiler ## Overview ### Methods
| `constructor Create;`
| `destructor Destroy; override;`
| `procedure Allocate(const TextureId: TGLTextureId; const URL, ImageFormat: string; const Size: Int64; const Mipmaps: boolean; const Width, Height, Depth: Integer);`
| `procedure Deallocate(const TextureId: TGLTextureId);`
| `function Summary: string;`
| `class function MipmapsSize(const Image: TEncodedImage): Int64;`
### Properties
| `property Enabled: boolean read FEnabled write FEnabled;`
## Description ### Methods
| `constructor Create;`
| `destructor Destroy; override;`
| `procedure Allocate(const TextureId: TGLTextureId; const URL, ImageFormat: string; const Size: Int64; const Mipmaps: boolean; const Width, Height, Depth: Integer);`
Notify about texture memory allocation. This should be used only by code doing direct OpenGL operations.
| `procedure Deallocate(const TextureId: TGLTextureId);`
Notify about texture memory deallocation. This should be used only by code doing direct OpenGL operations.
| `function Summary: string;`
| `class function MipmapsSize(const Image: TEncodedImage): Int64;`
Helper function to calculate memory needed by all mipmaps of given Image. Assumes that all mipmaps are generated, as by GenerateMipmap call.
### Properties
| `property Enabled: boolean read FEnabled write FEnabled;`
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