I have an application which is being ported from XNA to opengl. It renders quicktime moves as textures which are overlaid on various objects.
It does this by importing the movie and creating as many textures as it can, where each texture holds a frame. When rendering the scene, the objects change textures whenever there should be a new frame.
My first question is if there might be a more elegant solution to this in opengl.
Second question is how you, in opengl, ensure that a created texture resides on the devices texture memory and does not exist in system memory. I am not even sure is this is an issue in opengl, but in directx you can create n textures while the devica may only hold n-x textures. In such a situation the textures are swapped to and from the device by the api.