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FBO problems

Started by dimensionX Sep 22, 2005 at 7:42 PM 1 replies 850+ views
Original Post
dimensionX
dimensionX
This is what I am doing:- ----------------------- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id); for(int i = 0; i < 5; i++) { glFramebufferTexture2DEXT(......,GL_COLOR_ATTACHMENT0_EXT, texture.....); /* Drawing commands (Just texture mapping) */ } glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); The above code runs 30fps sometimes or only 1 frame per 5 secs but it doesdisplay correct output. I am using the same GL_COLOR_ATTACHMENT0_EXT everytime but I bind a different texture. (Yes, I had created "textures[5]" and called glTexImage2D for each one. Also the source texture (used in drawing) and destination texture (bound to FBO) are different) 1) What could be the problem ? 2) How to know whether rendering to "texture" is done before "texture[i+1]" is bound ? 3) Any alternatives would be helpful, thanks!
dimensionX
dimensionX
This (slow down) seems to be happening only when I have multiple rendering contexts, although I am not sharing anything (no wglShareLists() call).
_the_phantom_
_the_phantom_
I think you'll have to post more code before anyone can take a guess, try not to miss things out of the middle of loops, what might not seem important to you could well give people the clue to solve the problem..

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