Hi, Some background: I've been fooling around with changing the format of render buffers and attachments on the fly, e.g. changing the number of multisamples. I can't make this work, either by changing the attachments of slave cameras or by stopping threading, deleting all the slave cameras, changing their attachments, and starting threading again. The result displayed on the screen seems to be coming from a frame buffer object that is not being used anymore. It does work to create cameras with the desired attachments and formats in advance and enable / disabled them with node masks, but I'd like to be able to cycle through all the supported color and depth formats, so that seems like a wasteful approach.
Anyway, I'm willing to dive in and figure out what's going on, but first, a question. I notice that the frame buffer object (and resolve_fbo for multisampling) are stored with the RenderStage. So that means that there at least two FrameBufferObjects and their attachments allocated per camera that uses attachments. Is this a problem, or am I showing my ignorance of the situation? Do allocated frame buffer objects and attachments use up a lot of memory? It seems like we could make do with one fbo + one resolve fbo per camera. Thanks, Tim
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