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
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