iphone - glFramebufferTexture2D performance -


I am computing heavily using GPU, which includes many render-to-texture operations. It is a recursive calculation Therefore, there is enough rendering for a texture, then that texture is rendered in another texture, then renders the second texture on the first texture, and by doing so, every time passing the texture through a shady gives.

My question is this: Is it better to have a different FBO for each texture, which I want to present, or whenever I want to be with a fiber once and

P> On iPhone implementation, it is affordable to change the attachment, assuming that old and new textures are the same dimension / format / etc Otherwise, framebuffers Un: driver to configure to do some extra work.


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