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Author Topic: Texture copy inefficiency  (Read 2220 times)

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quinor

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Texture copy inefficiency
« on: January 10, 2017, 03:38:57 pm »
Why sf::Texture copy constructor is implemented by copying onto and from sf::Image? You could copy a texture directly on a GPU, Is there a reason, or just nobody wrote it yet?

EDIT:

I have found https://github.com/SFML/SFML/issues/190 but it seems outdated as RenderTexture already works on Intel GPUs (I'm using one right now)
« Last Edit: January 10, 2017, 03:44:45 pm by quinor »

Laurent

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Re: Texture copy inefficiency
« Reply #1 on: January 10, 2017, 05:17:57 pm »
Laurent Gomila - SFML developer

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Texture copy inefficiency
« Reply #2 on: January 10, 2017, 05:21:30 pm »
In most cases you shouldn't be copying textures around. Some have in the past even argued to make sf::Texture non-copyable.
I however don't know why it was initially implemented like that.

There are some possible upcoming changes: https://github.com/SFML/SFML/pull/1119
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quinor

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Re: Texture copy inefficiency
« Reply #3 on: January 11, 2017, 12:27:00 am »
Thanks, Laurent! I'm looking forward to this.

eXpl0it3r: I am using SFML to do some dirty, nasty image processing stuff. If you really wanna know more ( ;) ) I'm using it as a backend for image processing pipeline library. I may even publish it on forums when it's more finished!

 

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