Hmmm, I see.
Then that leads to the following question; how to smoothly stream a scene then? I'm sure that has been done before with OpenGL.
Seems that no matter where and how I load it, the "slap in the face" comes when walking into that room where its textures finally get rendered, right? To spread the workload, would it be a good idea to render new textures, one-by-one, in an invisible background buffer to ensure they have been handled before walking into a new room and freezing?
Second I wonder how big the impact really is. In my case, some of the bigger textures are 1024 x 1024 RGBA8 images, or even bigger ("2048 x 1024") but using DXT compression. I assume that even loading just one of those, already hurts. Or is it so small that, if I spread it out with some time intervals, it wouldn't be very noticable? For the info, I'm working on a 2009 laptop videocard, not the fastest thing in the world anymore hehe.
Thanks for the info!