Interesting, it starts maybe a bit dull (and uses "micro-optimization" wrong IMO, I tend to use them for stuff that doesn't optimize a lot the runtime of a given function), but gets better when it talks of an issue with profiling in debug mode, and then of a thread contentention issue.
A note about that specific library: why isn't texture generation used more in videogames? Nowadays, a game contains tens of gigabytes of textures and models (~80 GB or more). Certainly there is a point at which it becomes worth it to procedurally generate the texture instead of storing multi-megabyte images for every object in the world. What would that point be?
Are GPUs fast enough to generate textures on-demand nowadays, in the pixel shader, for instance? An additional benefit would be that mipmaps might not be necessary anymore, depending on the algorithm.
A note about that specific library: why isn't texture generation used more in videogames? Nowadays, a game contains tens of gigabytes of textures and models (~80 GB or more). Certainly there is a point at which it becomes worth it to procedurally generate the texture instead of storing multi-megabyte images for every object in the world. What would that point be?
Are GPUs fast enough to generate textures on-demand nowadays, in the pixel shader, for instance? An additional benefit would be that mipmaps might not be necessary anymore, depending on the algorithm.