Looks like my real problem here is that I'm trying to load too much into
VRAM.
In my first test, I loaded 27 M of texture memory, displaying effectively
3.2 million pixels on screen at once. Frame rate: 20
In my second test, I loaded only 17 M of texture memory, displaying 2.7
million pixels. Frame rate: 50
The Mac Mini has 32 M of VRAM on the ATI Radeon chip, so with the double
buffers and Mac screen display and depth buffer, I'm maxing out. Renderer
has no choice but to go to system memory, thus slowing things down.
Also, in my tests, I switched between:
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_CACHED_APPLE);
and
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_SHARED_APPLE);
SHARED seemed to do better, but not by much. Maybe 1 FPS.
-brad
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