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Hi there,
I am having some difficulties (concerning JOGL & OpenGL ^^) with solving a problem and I'm not sure which way is the best.
My problem is the following: I have to map a texture on a surface (a square). This texture is built from a BufferedImage that is updated permanently. To avoid obvious performance issues, i'm not building the texture each time i'm going in the draw loop.
So I was thinking of put the method which loads the texture in an other thread which can be called regularly. When I tried to set up a simple TimerTask (just as a test), I had a problem with GLContext. It seems that only one thread may have a GLContext at a time.
My idea was to pre-load the TextureData with a thread (this function doesn't seems to need a GLContext) and notify the OpenGL thread when the texture needs to be refreshed.
So I was wondering if my method for texturing an image (which is updating continuously) was fine or if this is totally nuts (I don't have a lot of experience with OpenGL and JOGL so...). If there is a more appropriate technique to realize that, I'd really like to know about it :)
Thanks in advance for your answer,
Alex.
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