Hi Riccardo,

Setting up the camera's rendering backend on each frame will be expensive.
Personally I'd just using multiple RTT Camera each with their own FBO and
Textures associated with them.  Using a Switch, Sequence or NodeMask's you
can select which of the Camera you want to render to on each frame.

Robert.

On 18 December 2012 17:24, Riccardo Corsi <riccardo.co...@kairos3d.it>wrote:

> Hi All,
>
> in my application I need an FBO camera to render different frames into
> different textures, because they will be used by an encoder and thus need
> to persist for some time.
>
> I haven't found an easy way to copy the contents of a texture or of an FBO
> into another texture.
> So during the update traversal I change the camera texture attachment with
> a new texture and call Renderer::SetCameraRequiresSetUp(true).
>
> Eveything works fine, but I'm wondering if there's a better/cleaner
> approach to achieve the same result, as I don't know whether requesting
> the camera setup every frame has a huge impact on perfomances.
>
> Thank you,
> Ricky
>
>
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