Hi, I'm having performance issues using multipass rendering with floating textures. I'm rendering the scene to a texture, performing some post process on it, then displaying the final result on screen. This works fine with 2 pre-render passes, but once I have 3 or more passes my performance drops drastically. If I don't use floating textures then the perfomance is fine.
I thought this might be a memory issue with my graphics card, but I'm using 16-bit buffers and really small textures sizes (64x64). I even noticed this problem with the osgprerender example. I get the following results: osgprerender cessna.osg --hdr --width 1024 --height 1024 Draw time: 1.4 GPU time: 1.8 osgprerender cessna.osg --hdr --width 512 --height 512 Draw time: 1.4 GPU time: 0.8 osgprerender cessna.osg --hdr --width 64 --height 64 Draw time: 15.8 GPU time: 3.0 osgprerender cessna.osg --hdr --width 32 --height 32 Draw time: 15.8 GPU time: 2.5 This seems kind of counter intuitive. Does anybody have any idea what might be going on here? BTW, I have a GeForce 6800 GT with 256 MB -Farshid _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
