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Hello Christoph, <br>
<br>
You can use either a texture which contains all the textures and
modify the texture coordinates (so to say a matrix of different
textures).<br>
Also texture arrays might help here a lot, if all the textures are
of the same dimensions. <br>
Anyways, what you might you see are initial costs. Once the texture
is transfered to the GPU and your memory is not filled, subsequent
use should be a matter of switching texture units binding. <br>
<br>
Cheers<br>
Sebastian <br>
<br>
<blockquote
cite="mid:CAFBX4gg_qUYdHBGAVUY-rEMPMsQv4n-F2yGG-Ca6EbrHDyOq4A@mail.gmail.com"
type="cite">
<div dir="ltr">Hi everyone,
<div><br>
</div>
<div>I'm working on a project where I need to display different
patterns (textured rectangles) as quickly as possible.
Currently, i have an osgViewer with a single view running that
holds a single textured rectangle and upon user request, the
texture / image is updated. This works quite ok, but requires
a CPU->GPU transfer every time I intend to update the
image.</div>
<div><br>
</div>
<div>I think there must be a way to improve performance when I
know the set of patterns images beforehand. So, I would like
to prepare pre-rendered textured-quads on the GPU and upon
user request just cycle between those pre-rendered elements.
That should reduce the CPU->GPU overhead to initialization
time.</div>
<div><br>
</div>
<div>I somehow have the feeling that the solution requires a
frame-buffer / render-buffer object per pattern and somehow
involves glBlitFramebuffer to display the correct frame
buffer, but I'm stuck in how to implement this in OSG. </div>
<div><br>
</div>
<div>Any kick start would be greatly appreciated!</div>
<div><br>
</div>
<div>Best,</div>
<div>Christoph</div>
</div>
<br>
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