[osg-users] Fast cycling of textured rectangles
Christoph Heindl
christoph.heindl at gmail.com
Fri Nov 13 10:47:05 PST 2015
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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