Creating some benchmarks to compare pbuffers with FBOs has led me to a rather odd problem. I hope I’m wrong on this, so would appreciate someone correcting me.
To perform pbuffer RTT, one must allocate a pbuffer with wglCreatePbufferARB and then bind an allocated texture with wglBindTexImageARB. This leads me to a silly realisation: haven’t I just allocated twice as much video memory as I need for RTT?
glTexImage2D, as I understand it, allocates video memory. wglCreatePbufferARB must also or I wouldn’t be able to render without RTT. So if I’m working with very large textures, would this not lead to a lot of wasted memory? Someone please tell me I’m wrong. :eek: