I notice that for one of my 4096x4096 textures, when I do this:
spriteBatch.Draw(tex, pos, splat.src_rect, col, 0f, origin, scale/1.4f, SpriteEffects.None, 0f);
there is a very noticeable delay(little more than 1 second) for the initial draw. After which it draws fine.
It is important to note that all other 4096x4096 textures drawn this way have no initial delay until this one is used( I think it's like the 4th or 5th texture this size).
If I comment out the line, no delay will happen. //
I'm under the impression that for some reason, something under the hood isn't initialized or in video ram until the first draw.
I know it's not a terribly big deal, but it is kind of an annoying glitch
Any theories about what might be happening or any ideas on how I could get around this?