I'm trying to port some old game code of mine and what I have is a 1024x768 array of pixels.
I created an CADisplayLink and each frame I glTexImage2D() the entire thing.
This causes a problem: cpu-side twiddling. Seems that iPad makes 32x32 twiddling in realtime, before uploading the texture.
Can this be avoided? I must keep my pixel bytes linear, I can't rearrange them.
Cheers!