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Old 12-31-04, 10:11 PM   #19 (permalink)
SeanX
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Originally Posted by Tala
The OpenGL build needs to convert the frambuffer into a texture(which has a really strange format) and renders the texture to a quad using bilinear filtering. The conversion to a texture format is done in software and takes about 5.6ms using a custom assembly routine, while the second step is done in hardware and is almost neglible.
I first used the standard OpenGL implementation of texture conversion and almost gave up, since it took 34ms!!! Then i wrote the conversion in assembly and it was much faster :)
Tala
How are you converting the texture?
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