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Posted

There is a way to get the texture of the buffer, without a strong drawdown FPS?

 

Simple code of Monitor:

function Script:Start()
--Material
self.material = Material:Load("Materials/Monitor/monitor.mat")
self.entity:SetMaterial(self.material)

--Buffer
self.buffer = Buffer:Create(App.window:GetWidth(),App.window:GetHeight(),1,0);
self.buffer:SetColorTexture(Texture:Create(App.context:GetWidth(),App.context:GetHeight()))
self.buffer:Disable();
end

function Script:UpdateWorld()

self.buffer:Clear()
self.buffer:Enable()
self.entity:Hide()
--self.camera:Show()
App.world:Render()
--self.camera:Hide()
self.buffer:Disable()

self.material:SetTexture(self.buffer:GetColorTexture(),0)

Context:SetCurrent(App.context)
self.entity:Show()
end

 

One monitor, point light and room 4x4

As a result, the FPS - 5 wacko.png

If two monitor FPS - 10 etc

 

Implementation in irrlicht engine:

ITexture* RTTTex = driver->createRenderTargetTexture(dimension2d<s32>(512,512));

Result over 75 fps (For me)

 

Demo, Source code and shaders: irrlicht.zip

post-13485-0-31451500-1425833048_thumb.png

Posted

If your hardware and scene are getting 30 FPS to begin with there's not a lot you can do to make multiple renders faster.

 

The simplest things are:

  • Lower screen resolution.
  • Lower quality settings.

 

I can't comment beyond that because I don't know what GPU you have.

Let's build cool stuff and have fun. :)

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