Hi guys,

We have performance issues when using many FBOs (5-10 buffers, 6-15 
passes per frame), only occuring in later drivers. I just thought to ask 
here about this as well, to see if anyone else has seen this problem 
(and have a solution?)

Below is a short description of the problem. Any insight is greatly 
appreciated (as always :).

Cheers
/Marcus
_________________

The performance problems that we have with the post 81.95 drivers are 
related to the "frame buffer objects" extension, and render-to-texture. 
Binding a frame buffer object and clearing render targets is 
significantly slower than in previous driver releases.

Since we use many different targets in our volume rendering algorithm, 
the increased cost has a big impact on the rendering time.

Times spent in affected functions:

Driver version glClear glBindFramebufferEXT
81.95 4.1% 5.3%
93.71 31.4% 42.8%

There are a number of possible explanations to this problem:

* There is a bug in NVIDIA’s driver.
* NVIDIA has optimized the latest drivers for different usage.
* The way we use the API and the extensions is not correct, and the new 
drivers are not as forgiving as the older ones.

Things to consider:

* In one of the examples that come with Open Scene Graph 
(osgprerendercubemap) there is an identical performance problem.
* gDEBugger does not report fallbacks to software emulation.
* There is a support function in the frame buffer objects extension 
(glCheckFramebuffersEXT) which indicates that the buffers are valid.
* NVIDIA use one code base for all of their drivers, which means that 
adding support for new cards and features, may reduce the performance 
for older cards.



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