My application renders text character by character into separate textures.
Since the text changes from time to time, I have to make this process as fast as I can, and
remove as much of it as I can from the GL rendering thread (I use PBOs). However, if I disable
mipmapping and use only GL_LINEAR, the text does not look too good, and with mipmapping enabled,
it can take a long time and disrupts rendering.
glGenerateMipmap takes too much time, up to 100+ msec for text that consists ~30 characters.
Is there anything I can do to make mipmap generation asynchronous?