Hi, I'm new to osgPPU and OSG in general, so please bear with me :) I'm trying to use the built-in mechanism in osgPPU::Unit for copying the rendered textures to the CPU. I'm using a simple tester based on one of the osgPPU, and my initialization code is structured like this:
Code: // Somewhere in the middle of the Processor graph: osgPPU::Unit* pUnit = new osgPPU::UnitInOut(); pUnit->setUsePBOForInputTexture(0, true); parentUnit->addChild(pUnit); With this code the frame rate drops significantlly, from 60 to 10-30 (dependning on the viewport size). If I comment out the glGetTexImage call inside Unit.cpp, everything works as before (but nothing gets copied, of course). Considering I don't mind getting the texture with a delay of a few frames, is there any way to improve the performance of the current implementation? I must say I've read about PBO (http://www.songho.ca/opengl/gl_pbo.html), but I'm not sure whether this is the correct approach here, or how to integrate it with the existing code base. Thanks, Shahar ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45844#45844 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org