Just a quick query if anyone here happens to know this before I spend too much time on a test case.
I need to render to a series of textures offscreen, which will later be sampled. What method should I expect to be faster? A case where I have a different framebuffer for each pass each with a 2D texture attached, or a single framebuffer and switching its color attachment for each pass?
For example:
orCode :// method one: multiple framebuffers (fb1, fb2, etc..) // with corresponding texture attachment on color_attachment0 // which has already been set up glBindFramebuffer( GL_FRAMEBUFFER, fb1 ); // pass 1 glBindFramebuffer( GL_FRAMEBUFFER, fb2 ); // pass 2
I suspect the former, but I want to be sure.Code :// method 2: single framebuffer, switching out // attachment (tex1, tex2, etc...) glBindFramebuffer( GL_FRAMEBUFFER, fb ); glFramebufferTexture( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex1, 0 ); // pass 1 glFramebufferTexture( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex2, 0 ); // pass 2![]()



