I've stumbled upon a workable solution to my problem using a combination of glReadPixels, glPixelZoom, and glDrawPixels. For whatever reason, copying directly to the front buffer using glPixelZoom is terribly slow. However, copying using glReadPixels, glPixelZoom, and glDrawPixels is substantially faster than the glCopyPixels method.
Not quite sure what the performance hit is from, but I have found a way around it. Thanks.
Incidentally, my application is taking a pre-rendered buffer and adding 2D text to it. A post-rendering step then stretches the entire buffer 2:1.
- Brian
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