just so i can get a little headstart when the new nvidia drivers come out.
currently to render into a texture im going.
*clear the buffer
*render into buffer
*not using flush or finish (it isnt required is it, it works ok with out using it at the moment)
*use glCopyTexSubImage2D to update the texture with the new image
i imagine using pbuffers is exactlly the same. what are the advantages? speed perhaps?
also say ive got a lot of 256x256 textures i want to update is it better to
A/create a pbuffer of dimensions 256x256 then render into it ,read back then clear the buffer + repeat.
B/create a larger pbuffer say 1024x1024 render into it 4*4 times , read back + update the 16 images and then clear and repeat if neccessary?