User-agent: Mozilla Thunderbird 1.0 (Windows/20041206)
Hi Jon,
I believe you'll have to precompress the textures. When you upload an
uncompressed texture to a ST3C opengl texture the driver needs to
compress it and it take a lot of time. You can either use a program to
compress your textures offline and store them in ST3C format so that the
driver will only have to copy the data in VRAM, or you can upload
uncompressed textures and then force their use in a hidden first frame
to insure that they are correctly compressed by the driver, then all the
other frames shouldn't have any compression penalty.
Hope this helps,
Sebastien
Jonathan del Strother wrote:
I'm using S3TC textures, loaded with glCompressedTexImage2D.
Ideally, I'll like to load them to the GL_TEXTURE_RECTANGLE_EXT
target - a number of my other textures are rectangular, so it
simplifies things if I can assume everything I'm drawing is
rectangular...
However, I'm seeing a big performance hit the first time each S3TC
rect. texture is drawn to the screen, which doesn't seem to exist if
I use GL_TEXTURE_2D textures. According to Shark, a lot of time is
being spent in glgProcessColor, from this call chain:
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