Hi Jan, ... with more slave cameras it simply do not work ...
Bugs happen (so I am not going to exclude them). But in my experience its very easy to burn whole GPU memory with too many FBOs. For example: 4k x 4k, 4 sample RGBA (4bytes) + DEPTH(4bytes) FBO takes 512 MBs. With double buffered GL contexts (used by other threading modes except SingleThreaded) its 1 GB per FBO. Active FBOs have one nasty issue in comparison to vanilla textures: They cannot be allocated in system RAM. So active FBOs use GPU ram. And its really easy to reach the GPU mem limits with too many FBOs on many GPUs. Cheers, Wojtek Lewandowski 2016-12-15 16:25 GMT+01:00 Jan Stalmach <[email protected]>: > Hi, > we have also problems with multisampled FBO. The problem is that in the > simple example code all works fine but in complex scenes with more slave > cameras it simply do not work (we have more slave cameras for OIT). I hope > also for some hint where could be the problem. > > Thank for any idea. > > Cheers, > Jan > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=69690#69690 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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