Hi,

Multithreading modes allocate two instances of OpenGL resources to speed up rendering . Default implicit buffer attachment policy adds depth buffer to FBOs if only color buffer was attached.

Try running your app in SingleThreaded mode with Camera implicitBufferAttachmentRenderMask set to zero.

Cheers,
Wojtek

----- Original Message ----- From: "Martin Aasen" <[email protected]>
To: <[email protected]>
Sent: Wednesday, May 05, 2010 3:32 PM
Subject: [osg-users] Render to texture memory usage


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





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