I am currently loading the image into memory on the 2nd stream, and then during the display cycle (if texture loading is required), load the texture.
I found that I could not load the texture in the second thread because OpenGL did not like it; perhaps it is possible, but I did something wrong - so please correct me if it is really possible.
On the other hand, if my failure was valid - how to load the texture without breaking the rendering cycle? Currently, textures take about 1 second to load from memory, and although this is not a serious problem, it can be a bit annoying to the user.
c ++ opengl textures
Nick bolton
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