Original Post
I would like to render a scene to a texture. The scene is very complex, so I don’t want to render it from scratch every frame. The scene doesn’t change very often (probably only once per second or so, depending), and I don’t want to try and squeeze the render into a single frame. I’ll use this texture for the in-game scene.
My question is how do I distribute the cost of this texture’s rendering over several frames of the in-game scene? I was thinking about multi-threading, but I don’t know if OpenGL is thread safe. Can someone point me in the right direction? Thanks for your help.