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Rendering into 3D Texture

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I want to render into an 3D Texure. I want to split into slices each z-plane a time. (like in the Nvidia Demo Cascades) Now I'm wondering which is the right way to do. 1. Create for each slice a new FBO 2. Create on FBO add each Slice as a Rendertarget (Not enough rendertargets) 3. Create Multiple FBO's add Slices as multiple Rendertargets 4. Create one FBO with one rendertarget and change the rendertarget with multiple calls to FramebufferTexture3DEXT I think way 4 is the right way to go, but this could also cause the FBO to be recreated each time I change the Slice. What would you think is the right way, and why?

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4 is the way to go. I don't see why it would recreate a FBO?
Also, whether you can succeed in doing render to 3d texture depends on the card. Not sure which one supports it.

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