is there any method that I can manage memory directly ?
and another question,
even in 900 times texture create calls,
it consumes only a few Mega Bytes , at most less than 10 Mbytes.'
because textures are very small [8*8 pixels].
even in small memory fragments,
maybe , I guess a lot of available memory still exists.
but D3DXCreateTexture returns OutOfMemory.
why this occurs ?
then, heap size is very small in my program ?
or I have already used many heap memory when loading other resources
like vertex buffer, other textures for objects and characters.
and general buffers like string arrays or others.
I use 1G system memory,
and my program use 700M when loading on initial loading
when I saw in windows task manager .
and I have created most textures and VB, IB with MANAGED POOL option.