I’m trying to find out what techniques other people out there are using to load their textures at runtime in their apps so as not to cause a “hiccup” in their animation. If you try to load a large texture (1024x1024 or more) or a group of textures while your animation is running, you’ll see a noticable hiccup as your app has to pause to load the texture(s).
I’ve thought about loading the textures in a separate thread, but I simply cannot get this to work as OpenGL doesn’t seem to want to share texture ID names across threads no matter what I do. Has anyone else out there had success with multiple threads for this?
Or does anyone have any other suggestions on ways to help reduce or eliminate the potential for “hiccups” caused by this?