I’m doing some profiling and optimization for a meter Component that has its own OpenGLRenderer:
In the OpenGL render callback I use GraphicsContext::drawImage() to copy over the desired section of the meter image. The bulk of the cycles are spent on OpenGLTexture::release() which in turn calls glDeleteTexture().
I’ve looked at OpenGLImageType & OpenGLFrameBuffer but I’m not sure how I’d use them for this purpose, as it seems there is already some image caching going on?
I suppose ideally I’d just like to store the image in the GPU & just copy over the desired pixels from there but I’m not sure how to go about doing so. If anybody could help point me in the right direction that’d be much appreciated!