Hi Robert

I'm busy now ensuring no render to texture cameras are in use. I'm 95% sure
but don't want to send anyone on a wild goose chases (as there were some I
disabled before my tests)

Also using glView  it tells me it supports gl_ext_framebuffer_object, which
I think is correct for FBO support?

Thanks for any advise you can give and I will give you a confirmation on the
render to texture cams tomorrow (I assume that attaching a texture is the
same as attaching an image?)

Tom

2009/6/23 Robert Osfield <[email protected]>

> Hi Tom,
>
> Are you assign at osg::Image to a render to texture camera?
>
> Does the system support FBOs?
>
> Robert.
>
> On Tue, Jun 23, 2009 at 2:51 PM, Thomas
> Hogarth<[email protected]> wrote:
> > Hi guys
> >
> > I have a vague question for you. I'm developing some software using OSG
> on
> > windows and Mac. It's an augmented reality application using ARToolkit.
> It
> > was originally made for windows (on which the performance is excellent)
> and
> > was recently ported to Mac. The code is exactly the same with the
> exception
> > of the camera capture code.
> >
> > My problem is, is that performance on OS X is terrible compared to
> windows
> > and I'm trying to track down why. Using the openGL profiler that comes
> with
> > xcode I have spotted that the app is spending around 40% of its OpenGL
> time
> > in glGetTexImage. the thing is, is that to my knowledge I am not calling
> > this function. the only place i can find it in OSG is in
> > Image::readImageFromCurrentTexture. Does any one know why this might be
> > getting called (render to texture etc) and what I can do to improve the
> > performance?
> >
> > Thanks in advance
> > Tom
> >
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
>
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