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Editorial Team
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Editorial Team
Asked: May 15, 20262026-05-15T13:41:22+00:00 2026-05-15T13:41:22+00:00

I’m doing heavy computation using the GPU, which involves a lot of render-to-texture operations.

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I’m doing heavy computation using the GPU, which involves a lot of render-to-texture operations. It’s an iterative computation, so there’s a lot of rendering to a texture, then rendering that texture to another texture, then rendering the second texture back to the first texture and so on, passing the texture through a shader each time.

My question is: is it better to have a separate FBO for each texture I want to render into, or should I rather have one FBO and bind the target texture using glFramebufferTexture2D each time I want to change render target?

My platform is OpenGL ES 2.0 on the iPhone.

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  1. Editorial Team
    Editorial Team
    2026-05-15T13:41:23+00:00Added an answer on May 15, 2026 at 1:41 pm

    On the iPhone implementation, it is inexpensive to change the attachment, assuming the old and new textures are the same dimensions/format/etc. Otherwise, the driver has to do some additional work to reconfigure the framebuffer.

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