glFramebufferTexture2D performance

Posted by nornagon on Stack Overflow See other posts from Stack Overflow or by nornagon
Published on 2010-06-14T07:39:27Z Indexed on 2010/06/14 7:42 UTC
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I'm doing heavy computation using the GPU, which involves a lot of render-to-texture operations. It's an iterative computation, so there's a lot of rendering to a texture, then rendering that texture to another texture, then rendering the second texture back to the first texture and so on, passing the texture through a shader each time.

My question is: is it better to have a separate FBO for each texture I want to render into, or should I rather have one FBO and bind the target texture using glFramebufferTexture2D each time I want to change render target?

My platform is OpenGL ES 2.0 on the iPhone.

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