>From my experience this also happens with the PowerVR chips in the
Droid/Milestone

On 16 Apr., 13:07, Eong <[email protected]> wrote:
> If glTexImage2D is more than 100ms, glTexSubImage2D doesn't make any
> sense.
> I found that this will only happen on phones with snapDragon chips,
> like Nexus one, Liquid and so on.
> I tried a lot, can't solve it yet.
>
> On 2月24日, 下午5时19分, Ralf Schneider <[email protected]> wrote:
>
>
>
> > 2010/2/24 Jonathan <[email protected]>
>
> > > It's a 2D application, and the contents of the "screen" (as
> > > represented by this internal array I'm passing around) can change at
> > > any given time.  I'm think I may have to use some combination of sub
> > > texture updates in order to get what want and have it be smooth.
> > > Uploading a 512x256 texture each frame may be too much.
>
> > > Any other ideas how I can speed this up?
>
> > You can try: glTexSubImage2D
> > <http://www.khronos.org/opengles/documentation/opengles1_0/html/glTexS...>instead
> > of glTexImage2D. Usually this function is the right choice to update
> > textures frequently.
>
> > glTexSubImage2D may have the advantage to not require the OpenGL Es memory
> > management system, because an existing texture (memory area) gets updated.
>
> > Furthermore some OpenGL ES implementation implicit convert textures to one
> > of its internal formats. For example the implementation may convert all
> > textures to 565 or 4444 regardless of the format you provide.
> > Thus, if you provide textures in an native format the implementation could
> > do a plain copy of the data, instead of a more expensive conversion.
>
> > ... But i have no real data available. These are just general advices
> > floating in the intertubes.
>
> > Regards,
> > Ralf
>
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