by "jbwest" <jbwest@[EMAIL PROTECTED]
>
Jul 17, 2008 at 04:19 PM
"Ruud van Gaal" <ruud@[EMAIL PROTECTED]
> wrote in message
news:487f8636$0$15360$e4fe514c@[EMAIL PROTECTED]
> 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
Is the multisampled FBO floating point ?
jbw