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Textures in multiple contexts



When I profiled my app's rendering of a scene from several points of view, I found that about 50% of the time was spent in glTexImage2D or gluBuild2DMipmaps. I assume that's because each texture must be passed to each context. It seems a bit wasteful to have multiple copies of the same texture uploaded to VRAM. Is there any way around that?

By the way, OpenGL Profiler only showed one copy of each texture. But I'm guessing that's because each texture has the same ID in each context.
--
James W. Walker, ScriptPerfection Enterprises, Inc.
<http://www.write-brain.com/>
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