Hi Mathias,
Mathias Gaunard wrote:
> I have been using a 1D texture to transfer an arbitrarily big array of
> data to a shader.
>
> I am however facing a problem: every time I change part of the array, I
> need to recreate a new Image that I will then use in a TextureChunk.
>
> I need to change part of the data every time I move the camera. And even
> with a texture that is only a few vec4s big, this drops the frame-rate
> extremely low.
>
> Are there ways to reduce the extensive copying and/or overhead?
Are you saying that even updating a small (16x1) texture leads to a major
performance drop? Or changing a few entries in a large texture? How low is
exteremely low?
Try Carsten's suggestion for partial updates. If that doesn't fix it, could you
send us a small example that exhibits the problem?
Thanks
Dirk
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