Suddenly, the engine was sooooo slooooow ...
Searched during a while ...
Texture allocation in display list=no good
glTexImage2D in a displaylist = major performance slowdown ...
Suddenly, the engine was sooooo slooooow ...
Searched during a while ...
Texture allocation in display list=no good
glTexImage2D in a displaylist = major performance slowdown ...
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Paddy
Software Engineer
I/O Labs
Well of course, glTexImage2D would be called, and therefore a new texture would be uploaded, every time you call the displaylist![]()