I was using an FBO with GL_RGBA32F to store a computed normal map (generate 1x from a height map).
I changed it to a standard GL_RGB, unsigned byte texure, but comparing performances I decided to see how bad performance would be if I did all textures this way:
I changed my textures to this, from the standard GL_RGB internal format. I got 9 FPS, down from 170. I only have 39 textures. Explanation? Its not a bandwidth issue I don't think. Unless I go into gDebugger maybe I've used up all my GFX RAM and its swapping textures in system RAM. I do use some big shadow maps and VBO's so it could be possible.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, this->width, this->height, 0, GL_RGB, GL_UNSIGNED_BYTE, this->pixels);
Edited by dpadam450, 22 February 2014 - 12:06 AM.