iphone - Is it faster to bind 2 textures to one or two FBO? -


I want to run several shadars after each other (mostly image processing), following one output input of one I wonder if there is only one performance advantage to limit one FOO to all the necessary textures, or if there is a similar to making an FBO for each texture?

If it matters, the purpose platform is iPhone, with OpenGL ES 2.0.

Thanks

I'm not familiar with OpenGL, but on PC platform It is better to use only one FBO, and I do not think it should be different on ES (though, I may be wrong). It is important that all made boxes have the same size (eg, viewport size) for FBO completion, otherwise this will not work. Normally, you attach all texture to an FBO and then change the passbart channel in each frame in each frame. This protects many state changes due to your FBO binding. Note that the maximum number of boxes can be limited, limited to GL_MAX_COLOR_ATTACHMENTS_EXT. You can also find useful:

Cheers, Reinhold

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