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.
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