Advertisement

Problems with Offscreen rendering

Started by November 25, 2003 10:19 AM
-1 comments, last by Jason_Frost 21 years, 3 months ago
Hi, i have tried to render offscreen to a texture and use it late but it seems it doesn´t work. I call this method at the end of the GLInit function. RenderToTexture(){ TerrainTexture = EmptyTexture(); glViewport(0,0,256,256); // Set Our Viewport (Match Texture Size) glEnable(GL_TEXTURE_2D); // Enable 2D Texture Mapping RenderHeightMap(); // Render The Helix glBindTexture(GL_TEXTURE_2D,TerrainTexture); // Bind To The Blur Texture glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 0, 0, 256, 256, 0); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And Depth Buffer glViewport(0 , 0,640 ,480); maybe somebody knows whats wrong. Ok here the code which is executed at the drawing method. glBindTexture(GL_TEXTURE_2D,TerrainTexture); // Bind To The Blur Texture glColor3f(0.5f,0.5f,1.0f); // Set The Color To Blue One Time Only ViewOrtho(); glBegin(GL_QUADS); // Begin Drawing Quads glTexCoord2f(0,1); // Texture Coordinate ( 0, 1 ) glVertex3f(0,0,-1); // First Vertex ( 0, 0 ) glTexCoord2f(0,0); // Texture Coordinate ( 0, 0 ) glVertex3f(0,480,-1); // Second Vertex ( 0, 480 ) glTexCoord2f(1,0); // Texture Coordinate ( 1, 0 ) glVertex3f(640,480,-1); // Third Vertex ( 640, 480 ) glTexCoord2f(1,1); // Texture Coordinate ( 1, 1 ) glVertex3f(640,0,-1); // Fourth Vertex ( 640, 0 ) // Gradually Decrease alpha (Gradually Fading Image Out) glEnd();

This topic is closed to new replies.

Advertisement