Hi all,

I modified the osgprerender example to add a certain number of cameras,
doing exactly the same thing as the one that<s rendering to a texture, but
made them render to a texture that is not used.
So in the scene, there is the main viewer, the camera that's doing rtt,
and a lot of other cameras doing rtt for nothing.
What I've experienced is that by using the fbo implementation, the fps is
really lower than the one I get by using any of the other implementation
...
You may ask why I'm doing this, but I want to do a lot of rtt saving each
render to an image, so I thought that just by modifying the osgprerender
example, it would do the trick ... but :(
Is there some kind of overhead related to using a lot of fbos compared to
another method ??

Thanks all
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