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OpenGL Fast texture uploading on windows/wgl

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I tried searching the forums for this topic, but I couldn't find anything... I'm looking to upload a new CPU-generated frame (into a texture) every frame as fast as possible. I currently use glTexSubImage2D() which of course is normally a blocking operation. Since my frame buffer persists, it would be ideal to use the supplied buffer as the backing store or, at least, perform the buffer transfer asynchronously (I actually have two buffers that alternate so that I can work on one while the other is uploaded). For example, my code on Mac OS uses glPixelStorei( GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE ), which tells the OS to use the source buffer as the backing store (with it understood that you'll keep the buffer around until at least the next frame). This allows the OS to not block on glTexSubImage2D() and results in a huge speedup. So, if anyone has any recommendations for boosting upload performance from a CPU-generated frames for win32/wgl, it'd be great to hear them! I have to believe this is a reoccurring topic, since anyone who typically wants to display, say, a movie (with large dimensions) via opengl. Ideally, it'd be nice to find a solution that wasn't vendor specific or that requires rare (or dying) extensions, etc. Thanks in advance, andy [Edited by - andy55 on March 11, 2006 11:27:04 AM]

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