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glTexSubImage2D

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I noticed that one part of my code was slowing down and I did some testing. In this code I need to draw a minimap that potentially changes every frame. So, I am filling an array of bytes and using glTexSubImage2D to change a textured quad. This process in itself is slow, but I noticed that I take a farily subtantial hit just calling glTexSubImage2D. I didn't think this was such an expensive operation. Anyway, does anybody know the fastest way to dynamically replace the texture on a quad? Are there faster alternatives to glTexSubImage2D? Abs addition: I just noticed a similar thread on this topic just below this one. Sorry for the repeat. I still think this needs to be discussed more anyway. I am going to experiment a bit more. - I see now that glTexSubImage2D reads from main memory as was discussed and I am sure that is the reason for the performance hit. Edited by - Absolution on February 20, 2002 2:28:08 PM Edited by - Absolution on February 20, 2002 2:38:34 PM

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