LS,

I'm trying to dynamically change the size of a texture so I can put
different
images (with different resolutions) on an object. I'm doing this by
updating
the image that is used by the texture (calling Image::setImage with the
updated
information)

When the dimensions of the image change the texture resizes the content
of the
image to fit the current texture-size. Then it uploads the resized image
using
the glTexImage2D command.

This means that:
- if your new image is smaller it is scaled up which takes time and uses
more
  texture memory than it should
- if your new image is bigger it is scaled down, this takes time and
decreases
  quality

Shouldn't it be better to create a new texture using the new image
dimensions?

Kind regards,

Michel van Elk
TNO Science & Industry
The Netherlands

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