I have been looking into it more and I think the way to get maximum
texture upload performance (and do it async) is to use pixel buffer
objects.

See:

http://www.opengl.org/registry/specs/ARB/pixel_buffer_object.txt
http://developer.download.nvidia.com/SDK/9.5/Samples/samples.html#TexturePerformancePBO

I have seen some references online claiming multi-GB/sec upload rates with PBOs.

The spec does a great job of explaining it, but at the core, it lets you:

- Allocate a DMA memory buffer from the driver
- Start that data uploading to the GPU
- Later check (fences) if the buffer has been loaded
- Bind a texture to the buffer and have it happen immediately on the GPU

So the question is, how could we use something like this in OpenSG?
In the near term, I would be satisfied with a way to hack it in, but I
think a long term solution would also be very good.  Maybe something
that reuses the same buffers as a way to shuttle data to the GPU from
memory.

Any ideas?

-Allen

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