Hi,
I was wondering if there was any way to load a texture on the gpu memory on many frame. For instance, if I have a budget of 0.5ms per frame for texture uploading, I would upload a 512x512 RGBA in 8 frames to be sure to not exceed my budget…
I look like if I have is two options: with PBO and without PBO.
In the case of without PBO, the problem is that the driver only upload the texture when we draw with it, so even if I do many glTexSubImage (it will be copied in the CPU driver managed memory until it is used), when I will draw for example a quad with the texture, the surface allocation will be done on the GPU, and the transfer for the whole texture will be executed on the frame that draw that quad…
In the case of the PBO, I haven’t found a mode that does what I want, and it is even slower since there is one more allocation done on the GPU memory…
Anyone know a way to force a subloading of a texture on the GPU?!
Thanks,
J-P