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

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