A little research shows that indeed not clearing can be helpful in some cases: In fact I am thinking that with some clever positioning of the full screen quads we can avoid clearing the depth buffer as well :)
http://www.gamedev.net/topic/509632-slow-glclearing-large-fbos/ http://www.flipcode.com/forums/thread/5879 Maybe when tiled architectures are supported we should look at GL_EXT_discard_framebuffer extension too: http://stackoverflow.com/questions/2538662/how-does-glclear-improve-performance _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
