Funnily enough I get reversed results; when drawing as:
MultiSampledFBO -> NormalFBO (texture) -> Framebuffer
I get around the same FPS on an nVidia 8800 as rendering to the
framebuffer directly (without multisampling enabled).
I have never used PBuffers though, so I can't help there, just sharing
my experience.
Cheers,
Ruud
> I just want to share some results and want to know if anybody
> else has made the same observation. I have a good old pbuffer
> with multisampling enabled, which works just fine. I now tried
> to use a multisampled FBO´s glRenderbufferStorageMultisample
> extension (and the context containing the FBO has no
> multisampling enabled). Timing the rendering speed I found out
> that rendering into the multisampled FBO is significantly slower
> than rendering directly into the Pbuffer. Is there a good reason
> why I get those results? I´m using a Quadro 4600, latest drivers.
>
> Any thoughts?
>
> Regards,
>
> Toni


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