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Hi,<br>
<blockquote
cite="mid:CAFBX4gj-aNO+j7BkddU+xL9ZtVM0ey5gX-NjXZiZzk_H+ghY7g@mail.gmail.com"
type="cite">
<div dir="ltr">Hi Sebastian,
<div><br>
</div>
<div>thanks for your input If I'd be switching texture binding,
wouldn't that mean that the scene still has to be rasterized
before display? My ultimate intention is to skip rasterization
at all (i.e rasterizing all patterns once at init) and just
copy final pixels. Is that feasible?</div>
</div>
</blockquote>
Changing texture coordinates or switching binding is fast
enough.Rasterizing has to be done in any case you want to put it to
screen. I assume your patterns are images that you can
pre-calculate, so sending them to the GPU is the matter of adding
them to a texture object. Simply try it, it is really simple. Else,
try to explain the problem you want to solve more detailed.<br>
<br>
Cheers<br>
Sebastian <br>
<blockquote
cite="mid:CAFBX4gj-aNO+j7BkddU+xL9ZtVM0ey5gX-NjXZiZzk_H+ghY7g@mail.gmail.com"
type="cite">
<div dir="ltr">
<div><br>
</div>
<div>Best,</div>
<div>Christoph</div>
<div><br>
</div>
</div>
<br>
<div class="gmail_quote">
<div dir="ltr">Sebastian Messerschmidt <<a
moz-do-not-send="true"
href="mailto:sebastian.messerschmidt@gmx.de">sebastian.messerschmidt@gmx.de</a>>
schrieb am Fr., 13. Nov. 2015 um 20:42 Uhr:<br>
</div>
<blockquote class="gmail_quote" style="margin:0 0 0
.8ex;border-left:1px #ccc solid;padding-left:1ex">
<div text="#000000" bgcolor="#FFFFFF"> Hello Christoph, <br>
<br>
You can use either a texture which contains all the textures
and modify the texture coordinates (so to say a matrix of
different textures).<br>
Also texture arrays might help here a lot, if all the
textures are of the same dimensions. <br>
Anyways, what you might you see are initial costs. Once the
texture is transfered to the GPU and your memory is not
filled, subsequent use should be a matter of switching
texture units binding. <br>
<br>
Cheers<br>
Sebastian <br>
<br>
</div>
<div text="#000000" bgcolor="#FFFFFF">
<blockquote type="cite">
<div dir="ltr">Hi everyone,
<div><br>
</div>
<div>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.</div>
<div><br>
</div>
<div>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.</div>
<div><br>
</div>
<div>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. </div>
<div><br>
</div>
<div>Any kick start would be greatly appreciated!</div>
<div><br>
</div>
<div>Best,</div>
<div>Christoph</div>
</div>
<br>
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