glTexImage2D behavior on iPhone and other OpenGL ES platforms

Posted by spurserh on Stack Overflow See other posts from Stack Overflow or by spurserh
Published on 2010-05-23T23:44:18Z Indexed on 2010/05/23 23:51 UTC
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Hello,

I am doing some work which involves drawing video frames in real time in OpenGL ES. Right now I am using glTexImage2D to transfer the data, in the absence of Pixel Buffer Objects and the like. I suspect that the use of glTexImage2D with one or two frames of look-ahead, that is, using several textures so that the glTexImage2D call can be initiated a frame or two ahead, will allow for sufficient parallelism to play in real time if the system is capable of it at all.

Is my assumption true that the driver will handle the actual data transfer to the hardware asynchronously after glTexImage2D returns, assuming I don't try to use the texture or call glFinish/glFlush? Is there a better way to do this with OpenGL ES?

Thank you very much, Sean

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