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Please test my first shader test app!

Started by November 11, 2004 05:03 PM
37 comments, last by vincoof 20 years, 3 months ago
Quote:
Original post by skow
Well I figure I would have to render that step 1 to the back buffer as I am then going to blend over it with step4.

Also, why not use the ARB_TEXTURE_RECTANGLE?

Thanks


omfg, theres and ARB texrect extension :| ???
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Quote:
Original post by silvermace
omfg, theres and ARB texrect extension :| ???


Indeed there is, although I'm yet to use it. I assume it works just like the NV one.

So I'm assuming I'll just have to choose from :
- using glCopyTexSub and draw the scene once and use glCopyTexSub and render to a reduced size pbuffer

or

- drawing it twice once at full size to the backbuffer and a second time to the pbuffer with viewport 1/2 the size?

Ideally I would like to just draw it once and have glCopyTexSub create a texture 1/2(height)x1/2(width) the size of the buffer. Is there any way this is possible?
why not use ARB_texture_non_power_of_two if you can (you need a fallback though), it uses a bit less memory than ARB_TEXTURE_RECTANGLE and it hs no real limitations.
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Quote:
Original post by skow
Quote:
Original post by silvermace
omfg, theres and ARB texrect extension :| ???


Indeed there is, although I'm yet to use it. I assume it works just like the NV one.

Right. Taken from the spec :
Quote:
Backwards Compatibility

This extension is semantically equivalent to EXT_texture_rectangle
and NV_texture_rectangle. The tokens, and name strings now refer
to ARB instead of EXT or NV. Enumerant values are unchanged.



Quote:
Original post by lc_overlord
why not use ARB_texture_non_power_of_two if you can (you need a fallback though), it uses a bit less memory than ARB_TEXTURE_RECTANGLE and it hs no real limitations.

ARB_npot is supported by a very short range of graphics cards, namely the new generation (GeForce 6 and-the-like).

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