Hi,
I have a little prototype Jogl application. Basically it creates a image in a 512x512xrgba byte[] (once), creates an opengl texture (once) and uploads this texture + renders it to a simple rectangle all the time (uploading all the time is for testing purposes only; later the texture changes and needs to be uploaded all the time). Uploading the texture gets done via:
gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, 512, 512, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, tex);
Without uploading the texture, I get around 700fps. When I enable the glTexImage2D call, I get around 60fps on a G4 1,25Ghz with ATI Mobility Radeon 9600 running Mac OS X 10.3. This is 60512512*4 = 60 Mb/s texture upload speed. I have no clue about how fast this should be; but somehow I think with AGP8 it should be faster. Do I miss something?
Thanks for your help!
Regards,
Ralf Ebert