[43:24][Remove the light_buffer array from open_gl][:hardware :memory]
[47:41][Find that there is no change][:hardware :memory :run]
[47:51][Track the frame buffer :memory usage in FreeFramebuffer() and CreateFramebuffer()]
[57:41][Find that we may get a faster frame rate with V-Sync disabled][:performance :run]
[58:13][Add a "Renderer" DEBUG_DATA_BLOCK in WinMainCRTStartup() for the framebuffer and texture :memory][:"debug system" :memory]
[1:04:58][Enable the :"debug system" to handle umm type]
[1:07:57][Find that we have a TotalFramebufferMemory of 3GB][:memory :run]
[1:08:22][Add UsedMultisampleCount to the "Renderer" DEBUG_DATA_BLOCK in WinMainCRTStartup()][:"debug system"]
[1:10:48][Find that our UsedMultisampleCount is 16, and calculate the :memory requirements as 2.47GB][:run]
[1:13:14][Consider :memory usage improvements: Only store one depth buffer][:speech]
[1:18:59][Consider :memory usage improvements: Streamline the colour buffer][:speech]
[1:23:02][Consider :rendering solid cubes into a single multisampling buffer with depth peeling disabled, resolve and composite this with our alpha items][:memory :speech]
[1:30:15][Consider depth peeling in only two buffers][:memory :speech]
[1:36:26][Spot our DepthPeelResolveBuffer, and make OpenGLEndFrame() use a single depth peel buffer][:memory :rendering]
[1:39:21][Find that we render just fine in one DepthPeelBuffer][:rendering :memory :run]
[1:40:11][Shrink open_gl down to only contain one DepthPeelBuffer][:memory :rendering]
[1:42:15][Find that we render correctly and have a TotalFramebufferMemory of 2GB][:memory :run]
[1:43:16][Step in to CreateFramebuffer() and watch the :memory usage][:rendering :run]
[1:46:00][Add a new Nsight project for [~hero Handmade Hero] using the correct Working Directory][:admin]
[1:46:51][:Run successfully in Nsight][:owl]
[1:48:07][Continue to step through CreateFramebuffer() and spot that we're multiplying the MaxMultiSampleCount into the GPUMemoryUsed even when multisampling is disabled][:owl :run]
[1:48:53][Fix CreateFramebuffer() to multiply the correct SampleCount into the GPUMemoryUsed][:memory :owl]
[1:49:44][Step through CreateFramebuffer() to see that our GPUMemoryUsed is actually okay][:memory :owl :rendering :run]
[1:55:55][Find that we have a TotalFramebufferMemory of 325MB][:memory :run]