Thanks for the suggestion, but these are already pre-compressed.
On 31 May 2005, at 13:47, Sébastien Métrot wrote:
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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