Am Dienstag, 6. Mai 2008 15:57:22 schrieb David Geldreich:
> Does this 32-byte alignment of rows is a general constraint to avoid
> OpenGL copying ? Or does it depend on hardware/driver/os combination ?
> If so, how could I programmatically get this value ?
Direct3D has a 32 byte alignment for texture/vertex buffer start addresses,
and 4 to 8 byte alignment for surface pitches - that's probably where these
values come from(or the dx values come from a hardware requirement).
I don't know any way to retrieve these properties, but I recommend using pbos
if possible. This allows the driver to pick at least the buffer start
alignment. I think you can still use client_storage in addition to eliminate
the memory use for the extra copy, but the pbo<->client storage interaction
isn't documented(I must remember to file a bug report for that)
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