Hello Christoph,

You can use either a texture which contains all the textures and modify the texture coordinates (so to say a matrix of different textures). Also texture arrays might help here a lot, if all the textures are of the same dimensions. Anyways, what you might you see are initial costs. Once the texture is transfered to the GPU and your memory is not filled, subsequent use should be a matter of switching texture units binding.

Cheers
Sebastian

Hi everyone,

I'm working on a project where I need to display different patterns (textured rectangles) as quickly as possible. Currently, i have an osgViewer with a single view running that holds a single textured rectangle and upon user request, the texture / image is updated. This works quite ok, but requires a CPU->GPU transfer every time I intend to update the image.

I think there must be a way to improve performance when I know the set of patterns images beforehand. So, I would like to prepare pre-rendered textured-quads on the GPU and upon user request just cycle between those pre-rendered elements. That should reduce the CPU->GPU overhead to initialization time.

I somehow have the feeling that the solution requires a frame-buffer / render-buffer object per pattern and somehow involves glBlitFramebuffer to display the correct frame buffer, but I'm stuck in how to implement this in OSG.

Any kick start would be greatly appreciated!

Best,
Christoph


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