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when a target has filter type 'mipmap' on it, it looks like every time that target is bound as a source in a pass, glGenerateMipmaps is called; even if the target has not been updated. For example, if Pass_A writes to target A, then Pass_B, C, D will each regenerate the mipmaps, even if the target has not been touched again.
every time an audio input is supplied to a shader, it looks like a new upload of the sound buffer data is done, even if a new frame of audio has not been delivered. It's clear that the FFT is done once per frame of audio, but I believe the texture upload is happening every time.
The text was updated successfully, but these errors were encountered:
From my reading of this code:
The text was updated successfully, but these errors were encountered: