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Member
Regular Contributor
...glTexSubImage bug?
to have a procedural skydome texture above my head, i use perlin noise and glTexSubImage2D() function.
when i update the whole texture, everything works good, but is a bit slow.
to make it faster, i use the texture as a wrappable buffer, and i update only a single line of the texture while i modify the texture matrix accordingly to make the texture scroll.
well, if i use the generic MS implementation, it works.
if i use the nvidia ICD driver (tested on a tnt and nv10) it don't work: it seems to don't accept lines != 0 into the offset param.
have i found another nvidia ICD bug?
what are your experiences?
Dolo/\/\ightY
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Junior Member
Regular Contributor
Re: ...glTexSubImage bug?
glTexSubImage2D seems to be really slow??
is this the only way to modify | replace a texture???
I am searching for a best direct way to access to my texture buffers....
thanks
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Member
Regular Contributor
Re: ...glTexSubImage bug?
texture update can be done with a bunch of functions, but from tests i've made, subimage updates are the fastest.
glTexSubImage() is not that slow: it depends on what is the size of the texture.
for a RGB 2D fire procedural texture of 64x64 pixels is fast enough 
for my skydome the texture is 512x512 alpha, and is working very fast, (bug apart)
since i update a bunch of texture lines every once.
unfortunately, opengl doesn't support direct memory access 
Dolo/\/\ightY
[This message has been edited by dmy (edited 05-03-2000).]
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