Hi,

I have a very strange effect with COGL Shaders and Offscreen Buffers

I run a chain of cogl GLSL fragment shaders on a video picture in a 
clutter_threads_add_repaint_func callback function.
The shaders work on offscreen buffers.
As soon the chain gets longer, CPU usage goes up 20% or more, and memory gets 
occupied. I am not requesting any memory or texture space while that.
As soon I shorten the chain calls by a program switch ( just by leaving some 
offscreen computations) memory gets freed after a second or so, and CPU usage 
goes back to normal.

Also if I run the chain without GLSL program's an only offscreen drawing with 
GLSL program, no memory gets lost and CPU usage is normal.


I tried to locate the problem for a few days now and varied the code in 
different ways.
But more and more I think something in the cogl or OpenGL core is causing that 
behaviour.

Anyone has an idea how to solve that issue?

Thx

Roland








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