LWJGL Forum

Programming => Lightweight Java Gaming Library => Topic started by: Fool Running on November 04, 2007, 22:14:18

Title: PBuffer vs FBO
Post by: Fool Running on November 04, 2007, 22:14:18
I'm at the point where I need to decide. I've read the wiki on this: http://lwjgl.org/wiki/doku.php/lwjgl/tutorials/opengl/pbuffervsfbo, but I'm wondering if its still true. Right now I'm leaning towards FBO for ease of use, but I would like to hear what others have found with this. ;D

Any thoughts?

EDIT: whoo hoo... 400 posts  8)
Title: Re: PBuffer vs FBO
Post by: Orangy Tang on November 06, 2007, 01:10:33
I used FBOs (with a fallback to glCopyTexSubImage) for Snowman Village and didn't get anyone reporting any problems. The API is nice and simple too, which is a bonus.

The disclaimer to the above is that I was just doing simple render-to-texture stuff - colour only, no funky depth or stencil stuff.
Title: Re: PBuffer vs FBO
Post by: Fool Running on November 06, 2007, 15:35:30
QuoteI used FBOs (with a fallback to glCopyTexSubImage) for Snowman Village and didn't get anyone reporting any problems.
Thats good to hear. I think I'll go with FBOs.
QuoteThe disclaimer to the above is that I was just doing simple render-to-texture stuff - colour only, no funky depth or stencil stuff.
The only thing I'll be doing (at least initially) is render-to-texture, so I hope my results are like yours. ;)

Thanks for the information. ;D