XDC2012: OpenGL futures
XDC2012: OpenGL futures
Posted Oct 10, 2012 1:43 UTC (Wed) by mjg59 (subscriber, #23239)In reply to: XDC2012: OpenGL futures by dgm
Parent article: XDC2012: OpenGL futures
Right, once you're dealing with a significant number of textures then the texture load alone is probably more expensive than just pushing the pixels over the wire. Acceleration primitives make sense when you're doing nothing but drawing rectangles, but once you're beyond that point the reason you're using a GPU is because it's faster at turning your scene into a 2D image than the CPU is, not because you're using less memory bandwidth that way.
