On 06/10/2012 11:42 PM, Eric Anholt wrote:
On Fri, 8 Jun 2012 14:31:52 -0600, Brian Paul wrote:
I've now seen a couple apps that replace a whole texture image with a
glTexImage() call instead of glTexSubImage(). The later is better
because we can skip freeing/allocating texture memory.
This
On Fri, 8 Jun 2012 14:31:52 -0600, Brian Paul wrote:
> I've now seen a couple apps that replace a whole texture image with a
> glTexImage() call instead of glTexSubImage(). The later is better
> because we can skip freeing/allocating texture memory.
>
> This patch checks if the new glTexImage's
I've now seen a couple apps that replace a whole texture image with a
glTexImage() call instead of glTexSubImage(). The later is better
because we can skip freeing/allocating texture memory.
This patch checks if the new glTexImage's format and size matches the
current image. If so, use the TexSu