Hi Dirk,
I rescue the data image pointer (getData), I change it in each loop and I do
not do a setData.
I also use now a linear filter (setFilter(GL_LINEAR)).
The frequency seems to a little higher, but still around 20fps.
However, your example provides little more than 100fps.
Perhaps, it's bescause I use threads and clustering (on the same machine or
not) ??
Your example provide 100fps. I suppose it will fall to 50fps if I use two viewports.
Perhaps I can suppose that the adding of threads and clustering, allow to come down to 20 fps.
What do you think about these remarks?
Yours,
Michael
Hi Michael,
Do you get a new pointer to the image data or does the data just change
in place? If the latter, you shouldn't do the setData. But it shouldn't
have that big an influence on the performance.
One thing that might be the problem is the texture filter. If you don't
set it defaults to mipmapping, creation of which can take a long time.
Try to set the min and mag filter to GL_LINEAR and see if that helps.
Have you checked out the videotexturebackground example that we have?
That seems to work fine (and fast ;) for a 640x480 changing image. I
attached it again for reference. Can you try that and see how it
performs on your system?
Yours
Dirk
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