the Fiddler's picture

What is the best way to handle framebuffer objects?

Is it better to create multiple FBOs (one per 'logical' render target) or create a single FBO and change its texture attachments?

My instinct says that multiple FBOs would perform better (less validation by the driver), but some people say that changing FBOs may be slower than changing attachments. Obviously, this is a matter of profiling, but a) maybe someone knows from experience or b) has read official material that covers this (optimization guides, etc).

For reference, Humus uses the second approach in his framework, but that may be for simplicity rather than performance.