Original Post
Hi, Does anyone know how to test if an asynchronous glTexSubImage2D() has completed? That is to say, I have called TexSubImage2D() with an PIXEL_UNPACK_BUFFER bound and some time later I would like to know if I can use the texture without causing the GPU to stall. I have investigated the NV_fence extension and it's unclear how that interacts with PBO's. Thanks.