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    Hi,<br>
    <blockquote
cite="mid:CAFBX4gj-aNO+j7BkddU+xL9ZtVM0ey5gX-NjXZiZzk_H+ghY7g@mail.gmail.com"
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      <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"
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      <div dir="ltr">
        <div><br>
        </div>
        <div>Best,</div>
        <div>Christoph</div>
        <div><br>
        </div>
      </div>
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      <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>
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          <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>
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              <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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