Hi Martin, 2010/11/26 "Martin Großer" <[email protected]>: > that is correct with the frame rate. 380 fps is ok, but it is a very simple > scene. But what happens if I have 150.000 polygons? My apprehension is that > the frame rate will break down. You wrote there are an approach to render to > texture only on the gpu. How can I do that? With a GLSL-Shader?
The fixed cost of the copy won't be proportional to the complexity the scene. > I want to give you a little introduction about my motivation. The reason is I > want to move the pixels on my screen. For example I want to move the color > information from [0,0] to [3,3] and so on. I guess it can be solve on the gpu. There are many ways to move pixels on the screen, is it's a block move the best one is not to move them in the first place - just render them in the correct place. If you are doing some fancy distortion correction of blur effect then a render to texture and then a second pass that uses that texture would be appropriate, the osgdistortion is a good example of this. Either way you shouldn't need to do a copy back to CPU/main memory as all the operations can be done down on the GPU. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

