Suddenly, the engine was sooooo slooooow …
Searched during a while …
Texture allocation in display list=no good
glTexImage2D in a displaylist = major performance slowdown …
Suddenly, the engine was sooooo slooooow …
Searched during a while …
Texture allocation in display list=no good
glTexImage2D in a displaylist = major performance slowdown …
Well of course, glTexImage2D would be called, and therefore a new texture would be uploaded, every time you call the displaylist