this is another PBO question. PBOs are often suggested to improve texture loading speed. I’m having trouble understanding how exactly they help.
Currently I have a problem of 2 3D textures that don’t fit into video memory entirely. 2 texture objects are generated and loaded at startup before rendering. The rendering function renders an image using one of the textures, then the next call to the function uses another texture - so the driver would be doing some swapping. This is very slow and I’ve been looking for any way to speed this up.
I’ve read the following threads:
The suggestions are to use PBO to map driver’s kernel memory to user space and load the data in a separate thread. In my case would that help? I think I’ve already loaded the texture with glTexImageXX() at startup…
Thanks for any clarification.