Hi,
I am rendering to a texture using a FBO:
camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
camera->attach(osg::Camera_COLOR_BUFFER, texture, 0, 0, false, 0, 0);
The consumption of GPU memory is about three times higher than I would expect: about 800 MB for a 8192 x 8192 GL_RGBA texture.
Is this due to allocation of a depth buffer and others?
I don't need depth testing so that could be disabled, but I don't understand how to... I was hoping that the memory consumption of the texure was all that was needed.
Any help is much appreciated!
Cheers,
Martin
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http://forum.openscenegraph.org/viewtopic.php?p=27573#27573
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