Hi, I am rendering to a texture using a FBO:
camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); camera->attach(osg::Camera_COLOR_BUFFER, texture, 0, 0, false, 0, 0); The consumption of GPU memory is about three times higher than I would expect: about 800 MB for a 8192 x 8192 GL_RGBA texture. Is this due to allocation of a depth buffer and others? I don't need depth testing so that could be disabled, but I don't understand how to... I was hoping that the memory consumption of the texure was all that was needed. Any help is much appreciated! Cheers, Martin ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27573#27573 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

