gbiv
01-19-2008, 01:12 PM
Hi All,
I've been investigating using PBO's to update my 3d texture data. Originally I just made calls to glTexSubImage3D every time I needed to update. My texture only contains a single value per voxel so my format is GL_LUMINANCE. After modifying my code to use PBO's, I'm not seeing any performance increase. I'm not receiving any errors from GL.
Now, most of the papers/references I've been reading, reference 2d textures and textures that are contain 4 values per voxel so maybe this is why I'm not seeing a difference but would think I'd see some difference.
So my question is,has anyone used PBO's in combination with 3d textures and seen significant performance improvements?
If so, can you give any advice on how I can change my app to take advantage of PBO's?
Thanks ahead of time for any input.
biv
I've been investigating using PBO's to update my 3d texture data. Originally I just made calls to glTexSubImage3D every time I needed to update. My texture only contains a single value per voxel so my format is GL_LUMINANCE. After modifying my code to use PBO's, I'm not seeing any performance increase. I'm not receiving any errors from GL.
Now, most of the papers/references I've been reading, reference 2d textures and textures that are contain 4 values per voxel so maybe this is why I'm not seeing a difference but would think I'd see some difference.
So my question is,has anyone used PBO's in combination with 3d textures and seen significant performance improvements?
If so, can you give any advice on how I can change my app to take advantage of PBO's?
Thanks ahead of time for any input.
biv