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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