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How are you converting the texture?
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It was basically reverse engineering. I loaded up a texture using glTexImage2d(). Then i observed how the texture was stored in graphics memory. Then i could write a custom routine, which loads a 256x256 texture directly into graphics memory including conversion, which was about 7 times faster.
Btw, do you know how to enable a synchronous eglSwapBuffers? To my surprise i get tearing artifacts. I first thought it was because the texture cache may hold old texels after loading a texture but upon closer examination it was because of a not synchronous eglSwapBuffers.
Tala