I’m having a spot of bother with texturing. For some reason using
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
kills the performance of my app, it eats up 100% of the CPU (as far as I’m aware it’s a hardware process so shouldn’t be touching the CPU that much?) and I’m lucky to get a handfull of frames in a minute. Yet
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
works fine and hardly touches the CPU. Now I know using GL_LINEAR should make it a little slower, but not that much. Particularly when I can get much better performance doing my own texture filtering in a shader, something I want to avoid in this case as I’m already using a hell of a lot of instructions…I’m running it on an NVIDIA GF6800 with Forceware 81.98 on M$ Windows XP.
Any ideas why this is so slow?