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Use a color buffer of intermediate modification step (and not the draw pixel FBO's texture) #3

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ClementineAccount opened this issue Apr 24, 2023 · 1 comment

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@ClementineAccount
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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)

@ClementineAccount
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Done

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