Config.PRC - graphics-memory-limit


In my program I am trying some small optimisations and one of them involves the graphics-memory-limit configuration.

I am trying to support a wide rage of Windows PC’s. I am testing under two computers, 1 is under 1 years old with an integrated graphics card, another (11 years old) with an integrated graphics card.

The 1 year old has hardware-accelerated features, the 11 years old can only run under software rendering.

The configuration “graphics-memory-limit” doesn’t seem to agree with the software rendering, but it is important to have this for newer computers that can do hardware acceleration.
(FYI: the program starts for a bit, then Python crashes and I get a windows application/memory error: The memory could not be read)

If anyone can tell me why this is happening, and how I may keep this in my program without it interfering with software rendering clients?

Sadly we only have 1 Panda3D distribution and overlay a special configuration at program runtime to put in this configuration so we cannot tell clients to modify their own CONFIG.PRC.


Can you let me know more about the system, and the exact Panda3D version in use? Are you using the D3D renderer or the OpenGL renderer? Does “graphics-memory-limit” always exhibit this behaviour?

Hi rdb.

Both systems are using Panda3D 1.9.0 and are using OpenGL


On the 11 year old computer it is able to open the program with DirectX (pandadx9) with software rendering. However, when graphics-memory-limit is used the program shortly after launching, crashes with a Python error and a windows application/memory error: The memory could not be read.

When the graphics-memory-limit configuration is removed the program is able to run - however due to its low system specs it is unable to run for very long because of the limited system memory (2 GBs RAM).

I am hoping that version Panda3D 1.9.0 will not be an issue and I can still find a way to work through this. I cannot give you the technical specifications of the laptop that may be useful to you right now but hopefully this is something to go on and in my next post I will be able to give technical specifications of the system, model, DirectX version, etc.