Hello everyone.
I have some quick question :
Is it posibble to attach to main framebuffers some extra color buffers. Fo example. Is that have any sense :
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, DeffNormal, 0);
On main framebuffer ( no glBindFramebuffer used ).
If yes, do i have set up something more than just glDrawBuffers on many MRTs ?
Thank you.
No. You can only attach buffers to FBOs, not the default framebuffer.
Ok, thak you. I rebuild all renderer to another FBO with MTR.
Some result: http://img822.imageshack.us/img822/3552/lightingr.png
I have one more question. What about performance. IS it ok to keep FBO with GL_TEXTURE_RECTANGLE_ARB or use regular TEXTURE_2D ones ?
Framebuffer Objects allow the atatchment of rectangular textures without any issues. I can’t say about perfomance comapared to NPOT textures however as I have never compared them. I find it much easier to use NPOT (matching the desktop resolution for example) rather than create a rectangular texture and have to enable/disable the GL state.
I would be interesting to hear other peoples experience in this area.
I did some stress tests with different NPOT and POT textures as a sruface for FBO. My results :
NPOT is over twice faster than POT for resolution npot:1366-768 / pot:2049-1024.
NPOT is over twice faster than POT for resolution npot:1366-768 / pot:2049-1024.
What do those numbers mean?