What is the best way to handle FBOs in OpenGL?
I wonder since a long time what would be the best way to handle OpenGL FrameBuffer Objects (FBO). Switching FBOs can be costly but defining new attachments too. How do you do it fast ? I hesitate between these 3: 1 FBO for everything, change attachment but don't switch between FBOs 1 FBO for each render target (size + format) in the rendering path. That means i will reuse the same FBO for similar render targets. But this way a custom blur would cost 4+ FBOs. 1 FBO for each render target, set attachments only once and then switch between FBOs Also, should I minimize the number of FBO switches