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This repository has been archived by the owner on Jul 3, 2023. It is now read-only.
Don't call glTextureSubImage2D() for each pixel drawing. Instead, call it only at the end of every frame that has modification once the intermediate color buffer similar to what I did in GAM150's pixel grid.
After that, may consider using a PBO to upload the pixel data directly #1 to the texture (or a compute shader #2)
The text was updated successfully, but these errors were encountered:
Don't call glTextureSubImage2D() for each pixel drawing. Instead, call it only at the end of every frame that has modification once the intermediate color buffer similar to what I did in GAM150's pixel grid.
After that, may consider using a PBO to upload the pixel data directly #1 to the texture (or a compute shader #2)
The text was updated successfully, but these errors were encountered: