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Dragon_Strike

OpenGL multithreaded rendering to agp memory

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in my applikation ive got several "flash" instances which are running in separate threads and rendering images... i would then like to blend all the images from each flash instance... right now im doin this on the cpu, but i would like to move the blending process to the gpu... my question is if its possible to have all the flash instances render simultainously (multithreaded) directly to corresponding texture instances in the agp-memory? how would i do that? right now the only way i can think of is to have each falsh instance render to system memory and then one by one copy the data to a opengl texture

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Original post by Dragon_Strike
right now the only way i can think of is to have each falsh instance render to system memory and then one by one copy the data to a opengl texture


So what's wrong with that?

But if you are interested in an alternative... making a texture the standard way is a sync operation so if you want an async behavior, you can use PBO. This isn't likely to give you better performance unless you can do some other CPU operations and on the next frame you use the texture.

http://www.opengl.org/registry/specs/ARB/pixel_buffer_object.txt

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Original post by V-man
Quote:
Original post by Dragon_Strike
right now the only way i can think of is to have each falsh instance render to system memory and then one by one copy the data to a opengl texture


So what's wrong with that?


well the problem with that is that ill have alot of unecessary copying... doing extra copies of HD frames each frame will slow down the application...

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