<div dir="ltr"><div>Hi Robert,</div><div><br></div><div>I have a scenario that uses multiple RTT cameras. (The approach is similar in concept to CSM - Cascading Shadow Maps - where you compose a texture using multiple frustums). Each RTT camera renders to a different layer of a Texture2DArray. This works great! However, it uses a lot more memory than I was expecting.</div><div><br></div><div><span style="color:rgb(34,34,34);font-family:sans-serif;font-size:13px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;background-color:rgb(255,255,255);text-decoration-style:initial;text-decoration-color:initial;float:none;display:inline">I realized that each osg::Camera creates its own separate FBO, resulting in a lot of extra memory usage.</span>
Since the cameras render sequentially, it makes sense for all the RTT cameras to just re-use a single FBO. Is there any way to make that happen in OSG? Any other suggestions?</div><div><br></div><div><div><div dir="ltr" class="gmail_signature" data-smartmail="gmail_signature"><div class="gmail_signature" data-smartmail="gmail_signature"><div dir="ltr"><div>Glenn Waldron / osgEarth</div></div></div></div></div></div></div>