Hi

I added FBO support but looks like the performance is much lower than I 
expected. I'm using two screens (scene rendered for two cameras). Without FBO I 
have 55 fps. After adding it (texture 1024x768) - it's only 26 fps.
I also checked different configurations:
1. "Slower" - scene rendered 4 times + 2 quads with texture:
Camera1 to FBO1
Camera2 to FBO2
Screen1: Camera1 - fullscreen, Camera2 - FBO2, shown on small quad
Screen2: Camera2 - fullscreen, Camera1 - FBO1, shown on small quad
Results (for different texture size):
256x256 - 50 fps
1024x768 - 30 fps
2048x2048 - 9 fps
2. "Faster" - scene rendered 2 times + 4 quads with texture:
Camera1 to FBO1
Camera2 to FBO2
Screen1: Camera1 - FBO1, fullscreen, Camera2 - FBO2, shown on small quad
Screen2: Camera2 - FBO2, fullscreen, Camera1 - FBO1, shown on small quad
256x256 - 43 fps
1024x768 - 23 fps
2048x2048 - 8 fps

Part of the code:

// ## rendering to texture1 ##:

glViewport(0, 0, 1024, 768);
glBindFramebuffer(GL_FRAMEBUFFER, m_FBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

// drawing scene

glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, 1024, 768);

// ## rendering to texture2 ##:
// (performed for 2nd FBO)


eglMakeCurrent(...);// setting screen1
// drawing fullscreen quad with FBO1
// drawing small quad with FBO2
eglSwapBuffers(...);// for screen1

eglMakeCurrent(...);// setting screen2
// drawing fullscreen quad with FBO2
// drawing small quad with FBO1
eglSwapBuffers(...);// for screen2


Do I need to change/add something or the device is not enough fast for using 
FBO?


Pozdrawiam / Best regards,

Oskar Osobniak, Software Engineer

brightONE Sp. z o.o.
Product Engineering Services
e-mail [email protected]<mailto:[email protected]>, direct 
+48918316358
Malczewskiego 26, 71-612 Szczecin, POLAND, 
www.brightone.pl<http://www.brightone.pl/>

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