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Two things come to mind. The call stack is obviously somewhat bogus, OpenGL does a lot of runtime code gen which confuses samples so once you get past 0x1e821c8 things are really up in the air. Run the OpenGL Profiler on your app (which gives the right calls stats) and look at the call stats to determine were time in GL is being spent.
Second, turn off execution of all OpenGL entry points and see what the change in frame rate is (i.e., how much affect does GL have on the app's speed).
One thing to think about is that if you are updating the texture every frame you are more like a movie app then an image app.
So keep this in mind (you are using shared memory which would be the right thing). If you are modifying your texture in place you will also need to correctly fence that modification.
We should have more examples out next week showing some of these techniques.
| References: | |
| >Re: Drawing image via OpenGL textures: no speedup? (From: Geoff Stahl <email@hidden>) |
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