Hi Robert and Glenn, I struggle against this problem too for a will now.. Wouldn't it be a good design to make FBO a Camera property and RenderStage take this one if exist for its stuff?
Cheers robertosfield wrote: > Hi Glenn, > > If there is a way to share FBO's between osg::Camera I don't know of > it off the top of my head. You'd need to look at the > src/osgUtil/RenderStage.cpp so see how it sets up the FBO's. It's > able to ruse it's own FBO on subsequent frames so there may be a way > for forcing it to use an existing FBO. > > Robert. > > On 10 May 2018 at 14:02, Glenn Waldron <> wrote: > > > Hi Robert, > > > > I have a scenario that uses multiple RTT cameras. (The approach is similar > > in concept to CSM - Cascading Shadow Maps - where you compose a texture > > using multiple frustums). Each RTT camera renders to a different layer of a > > Texture2DArray. This works great! However, it uses a lot more memory than I > > was expecting. > > > > I realized that each osg::Camera creates its own separate FBO, resulting in > > a lot of extra memory usage. Since the cameras render sequentially, it makes > > sense for all the RTT cameras to just re-use a single FBO. Is there any way > > to make that happen in OSG? Any other suggestions? > > > > Glenn Waldron / osgEarth > > > > _______________________________________________ > > osg-users mailing list > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > _______________________________________________ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ------------------ > Post generated by Mail2Forum ------------------------ Twirling twirling twirling toward freedom ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=73604#73604 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

