ue still occurs in svn/trunk?
>
> Robert.
>
> On Tue, Dec 22, 2009 at 12:54 AM, Lilith Bryant wrote:
> > Hi Robert, and the list,
> >
> > I have found a performance issue with multitexturing.
> >
> > Once a state has had texture attributes applied for units
Robert, Chris, et al,
I highly suggest you do some benchmarking on shader compiling/link times. We
investigated this a couple of years ago, and found that we couldn't avoid an
output glitch (due to compile/link time) whenever we needed a new shader.
GL Drivers may well have improved since then
I have an app here that does the following:
while (1)
{
create a texture of a size we haven't used before
display it
wait a bit
delete it
}
Yes, essentially it's a fancy slide-show.
This eventually causes OpenGL to grind into texture-swapping hell.
DirectX's te
My own research indicates that the timing rules are:
The first opengl call will block if the back buffer is not available at that
point.
The swapbuffers will block if there is already a pending swap queued (by the
last call to swapbuffers)
So, depending on the circumstances, both can block.
L
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