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Re: Textures in multiple contexts




On Nov 12, 2004, at 9:35 PM, John Stauffer wrote:

On Nov 12, 2004, at 6:46 PM, James W. Walker wrote:

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?

There is only one copy. The shared contexts share the same texture host memory and the same texture VRAM. So it is as you wanted it to be.

I'm not sure I follow. What do you mean by "shared contexts"? It's good to hear that I'm not wasting VRAM, but am I not wasting processor time by calling glTexImage2D multiple times for each texture?
--
<http://www.jwwalker.com/>


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 >Re: Textures in multiple contexts (From: John Stauffer <email@hidden>)



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