Jacek Popławski wrote:
I was testing following code on DRI r200:

http://www.gametutorials.com/download/Ports/OpenGL/RenderToTexture_SDL.zip

It renders one cube to 2D Texture, then renders one quad with that texture.

I wrote simple fps counter, and noticed, that results on Radeon 9100 with DRI
are much worse than on GeForce2.
It was about 10 frames per second on Radeon and 150 frames per second on
GeForce2. In same color depth.

What is reason for it? Is glCopyTexImage2D implemented temporary, without
optimizations?

If I'm not mistaken, the copy is done by the CPU from on-card memory to system memory. The problem is that there is currently no way to temporarily lock a piece of texture memory for more than one operation. That is, a block of texture memory can't be locked for the CopyTexImage and then to either use the texture or copy it to a main-memory backing store.


This is one of the things that the next round of texmem changes will support. Now that I'm back from vacation, I should be getting back to work on that soon. :)



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