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 was originally made for windows (on which the performance is excellent) 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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