Currently, the performance when streaming video through glTexSubImage2D is
very low. In my test program and with mplayer, I get approximately 8 fps in
720x576 on my Radeon 7500 with texmem-branch from a couple of weeks ago.
glDrawPixels is equally slow. I assume glTexSubImage2D is supposed
Morten Hustveit wrote:
Currently, the performance when streaming video through glTexSubImage2D is
very low. In my test program and with mplayer, I get approximately 8 fps in
720x576 on my Radeon 7500 with texmem-branch from a couple of weeks ago.
glDrawPixels is equally slow. I assume
Morten Hustveit wrote:
Currently, the performance when streaming video through glTexSubImage2D is
very low. In my test program and with mplayer, I get approximately 8 fps in
720x576 on my Radeon 7500 with texmem-branch from a couple of weeks ago.
glDrawPixels is equally slow. I assume
On Fri, 31 Jan 2003, Arkadi Shishlov wrote:
On Fri, Jan 31, 2003 at 10:26:13AM -0800, Ian Romanick wrote:
There are two typical ways to go about imporving texture upload
performance in OpenGL applications. One is through the use of OpenGL
extensions. There are several extensions
On Fri, Jan 31, 2003 at 04:33:36PM -0500, Leif Delgass wrote:
Actually, iirc, all the drivers actually implement glTexSubImage2D the
same way as glTexImage2D. They always upload the entire texture image --
there was a comment I remeber seeing about the subimage index calculations
being wrong.
On Fri, Jan 31, 2003 at 10:26:13AM -0800, Ian Romanick wrote:
There are two typical ways to go about imporving texture upload
performance in OpenGL applications. One is through the use of OpenGL
extensions. There are several extensions available (or available any
You are talking about
On Fri, 31 Jan 2003, Arkadi Shishlov wrote:
On Fri, Jan 31, 2003 at 04:33:36PM -0500, Leif Delgass wrote:
Actually, iirc, all the drivers actually implement glTexSubImage2D the
same way as glTexImage2D. They always upload the entire texture image --
there was a comment I remeber seeing
Arkadi Shishlov wrote:
On Fri, Jan 31, 2003 at 10:26:13AM -0800, Ian Romanick wrote:
There are two typical ways to go about imporving texture upload
performance in OpenGL applications. One is through the use of OpenGL
extensions. There are several extensions available (or available any
If texture is locked in DRI while rendering, the straghforward solution
is to allocate new texture for every frame or reuse old one from the ring.
The new texture will be free, one application thread can be dedicated to
push texture to AGP and than into the card, while another threads can decode