<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><br></div><div>Best,</div><div>Christoph</div><div><br></div></div><br><div class="gmail_quote"><div dir="ltr">Sebastian Messerschmidt <<a 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>
<blockquote type="cite"></blockquote></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>
<fieldset></fieldset>
<br>
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