How many fbos is "a lot"? Hundreds of BindBuffer calls per frame can not be a good thing, perhaps that explains the performance hit. -Paul
> -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf > Of [EMAIL PROTECTED] > Sent: Wednesday, February 06, 2008 10:42 AM > To: [email protected] > Subject: [osg-users] performance fbo > > 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 > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

