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  1. first frame, drawn with first context, which creates the “GL” texture
  2. second frame, drawn with the second context, which uses the same texture
  3. third frame, drawn with the first context, same texture again
  4. fourth frame, drawn with the second context, same texture again
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I mean. maybe using glReadPixels() is fine. these are ancient games, surely they can finish rendering in well under 16ms…? I'm not doing major rendering after that, just compositing. OTOH I shudder at the thought of sending a 4K framebuffer from VRAM to system RAM and back…

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