I just recently ported my application from Ogre 0.14 to 1.0. I have a section of code that runs each frame where a texture is updated based on a new image which is in memory.
The blitFromMemory call works correctly and there are no errors, but it is very slow. Noticeably slower than when I had it running on Ogre 0.14. Is there a more efficient way to perform this operation under Ogre 1.0?
Thanks for the reply DWORD. I took a look at the link you sent and the DynTex demo. I am basically doing the same thing.
I did take a look at the source for blitFromMemory though and I think I know why I'm having performance issues. I think it's the mipmap generation. I don't want Ogre to automatically generate mipmaps even if the card is capable of it. From what I see the best way to prevent mipmaps from automatically being generated is to affect the value of TU_AUTOMIPMAP. Could anyone tell me how to set TU_AUTOMIPMAP to "false"? Or another way of preventing the automatic generation of mipmaps?
You pass the number of mipmaps to generate in the call to TextureManager::createManual(), so just set it to 0 there. There are more options, see the API reference for that function for further details.