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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