
328 IV Performance
Discards have another use with framebuffer objects, i.e., render-to-texture. When
rendering 3D geometry to a texture such as an environment map, a depth buffer is
needed during the rendering but does not need to be preserved a fterwards. The
application can inform the driver of this by calling glDiscardFramebufferEXT
after doing the rendering but before unbinding the framebuffer object, and a tile-
based GPU may use this as a hint that depth values need not be copied back from
the tile buffer to main memory. Although not yet available on desktop OpenGL,
EXT
discard framebuffer is likely to be useful for multisampled framebuffer
object ...