Martin Spott wrote:

Tiago Gusmão wrote:

Anyway, my biggest problem right now is that it's eating 10fps in my GF4MX without actually drawing anything. Any tips for increasing performance in render-to-texture? If not, is this performance unacceptable?

I think you are actually facing the most obvious problem of the whole
idea here: By rendering into a texture you put load on the CPU for
doing a job that could be much better done by appropriate OpenGL
hardware. You could try to circumvent this problem by shifting the
render-to-texture job onto the graphics board, but such a solution
would come out to be _very_ hardware-specific, i.e.totally
non-portable.
If you have a 'spare' CPU you could try to run the job there,
although synchronization might be tricky,

Martin.
Sorry, i wasn't very explicit, i am doing everything with normal OpenGL calls, using the existing RenderTexture code (used for the 3d clouds and wxradar), which uses the pbuffer, which i understand to be HW accelerated (but maybe not much?). I think newer cards should be able to handle it quite fast, because i suppose it's often used in recent games (?).


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