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This would require separating the PNG loading/decoding step from the opengl texture binding stuff, since the opengl stuff can only be called from the main thread, and thus is serialized. I believe most of the time loading images is actually spent in PNG decoding, so separating this into a first step in which all the PNG coding is done (in parallel) and a 2nd step where these loaded PNG images are made known to opengl (serially) should in theory result in significantly faster load times.
The text was updated successfully, but these errors were encountered:
This would require separating the PNG loading/decoding step from the opengl texture binding stuff, since the opengl stuff can only be called from the main thread, and thus is serialized. I believe most of the time loading images is actually spent in PNG decoding, so separating this into a first step in which all the PNG coding is done (in parallel) and a 2nd step where these loaded PNG images are made known to opengl (serially) should in theory result in significantly faster load times.
The text was updated successfully, but these errors were encountered: