I have a very large (let’s say 8192x8192), dynamically generated texture array on the CPU side. Part of the data is updated each time the user does an action.
Is there a simple way to upload it to the GPU in blocks of 2048x2048 (for compatibility with older GPUs) ?
The problem is that i can’t directly map glTexture2D onto my array for uploading because my array is a continuous set of data, so if I glTexture2D(2048,2048) with a pointer to my array it will actually take the first 8192x512 from the array and map it to 2048x2048 on the GPU side, which is obviously wrong.
Any tip ?