Yes, context switching matters as well, so +1 for modify my rendering pipeline 
to use only 1 FBO.


On 10 Nov 2013, at 17:11, Achim Breidenbach <ac...@boinx.com> wrote:

> Thamas,
> 
> memory usage is one thing you have to consider but context switching
> is another. AFAIK the graphics card has got a hard time if you change
> the graphical context to often because it has to restore its complete
> state each time.
> 
> Just my 2 cents.
> 
> Best,
> 
> Achim Breidenbach
> Boinx Software Ltd.
> 
>> Am 10.11.2013 um 16:36 schrieb CoGe - Tamas Nagy <i...@cogevj.hu>:
>> 
>> Hi,
>> 
>> this question is more about GL then QC, but probably there are people who 
>> interested in the same.
>> 
>> I actually rendering QCRenderers to FBO in my app. Every QCRenderer has its 
>> own GL context (shared with the main context), with an FBO, render buffer 
>> and texture bound. It works well, but I guess its not really optimal, since 
>> every renderers has its own FBO, buffer and texture, so, if the more 
>> QCRenderers, the more GL memory using.
>> 
>> I’m thinking about using only one context (shared with the main context), 
>> one FBO with one render buffer and one texture and rendering to those. So, 
>> render with QCRenderer, pass the texture with CIImage to an other, then so 
>> on.
>> 
>> I know the best if I try, and I actually doing it, but I’m curios about 
>> anyone using the same workflow in their app, etc.
>> 
>> Thanks,
>> Tamas
>> 
>> 
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