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Preformance issue rendring to a 3d texure

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Hello I am having some performance issues with Framebufferobjects and 3d texture.I am working on a fluid-simulation and need to update each texture many times/frame. This results in a large amount of attaching slices to a FBO. My code looks like this for attaching and iterating over all the slizes for(int z = 0; z < textureSize ; z++) { glFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_3D, textureID, 0 ,z); Render(z); } When I run the code like this i get about 15 fps. If I dont do the attach texture with glFramebufferTexture3DEXT( rendering to the same slize all the time, but prefom the same amount of computation) i get about 90 fps. So the overhead from attaching a another texture to the FBO makes it run about 6 time slower =( I am hoping someone knows of a better way to do this ? The texture size is a 66^3 and the graphic-card a am using is a ATI Radeon 4850HD. / Andreas

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