So I have a very complicated background that takes ages to render. So what I do is I render it once, and then use glReadPixels on color and depth buffer to store them in system memory. Then I can put this image on the screen with glWritePixels. It works fine as long as the window is not big. So I’m wondering if there is a way to store the buffers in to the geforce memory instead of system memory. I guess that would speed things up right?
so in summary, I need some kind of malloc that works inside the graphics card memory and then use that pointer to store the buffers. Is it possible?
thanks in advance.