Original Post
I've got what is effectively a performance question, but with a bit of a twist. I've got a mathematical algorithm that is generating an image at 60 FPS, which is being rasterized and output to a buffer. Effectively, it's a texture that completely changes between each frame. The calculations involved in generating this image are quite CPU intensive. I'm wondering what the least CPU intensive method would be to render this image to the screen at full framerate using OpenGL, so as to take away as little processor time as possible from the actual generation of the images. As the image is constantly changing, using basic textures I would effectively have to destroy and re-create the texture each frame as I understand it, because the texture is copied into video memory when it is created. I need to know the most efficient method to render from a texture, which does not buffer the data in video memory between frames. My OpenGL is quite rusty, and I'm not familiar with a lot of the newer features, so I'm finding it hard to determine which method would be the most efficient, and there's no way for me to certain without trying each one. The rendering of this image is quite incidental to the purpose of my program, but right now it's a frustrating performance barrier. I would appreciate any suggestions as to what rendering method to use. Sample code would be geatly appreciated, as all my reference material is from OpenGL 1.2. Thanks.