Your blog post says uploads to GPU are slow, but I think that's incorrect (or at least incomplete). I think the bottle neck is the conversion from BitmapData to the texture format ( /texture.uploadFromBitmapData())/. If you use texture.uploadFromByteArray you'll see much faster throughputs. Which suggest, the bottleneck is not with stage3d and texture uploads generally, but with uploads from BitmapData (which is what the old display list produces).

You may even be able to handle and cache some of that BMD -> BGRA conversion yourself in MadComponents and gain a nice performance boost by using uploadFromByteArray() (at least when you can bypass redraw from the display list, which as I've said many times, is not well suited for a GPU workflow).

More:
http://jacksondunstan.com/articles/1617

Kevin N.

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