If I have a data buffer that I want to update the texture with every Tick(), from e.g. an Actor, is it safe to keep ONE persistent source buffer only, and in Tick() update its data and invoke EnqueueTextureUpdate() with the buffer as input (assuming the delete in the end of EnqueueTextureUpdate is removed)?
I am concerned that there might be a possibility where the game thread will reach the next Tick() before the render thread texture update command has been executed? Or is it guaranteed that when the next Tick() happens the render thread texture update issued last Tick() will already have been executed?