I have modified the PBO unpack code supplied in here, to have multiple textures all connected to its individual PBO. However when I test the code with and without PBO it turns out that without PBO gives better performance.
My modifications on the code are pretty straight forwards. I only changed these three variables to arrays
GLuint pboIds[numFrames]; // IDs of PBO GLuint textureId[numFrames]; // ID of texture GLubyte* imageData[numFrames]; // pointer to texture buffer
and read each PBO to corresponding texture and update PBO s in a for loop. However when you switch off the usage of PBO by pressing ‘space’ you see the copy time is reduced.
So I wonder why the performance is poor with PBOs. In my project I need to display multiple videos on the screen should I not use PBOs?
My XCode project is in
AmI missing some thing.