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Penguin DT

Member Since 11 Apr 2007
Offline Last Active May 07 2015 03:11 AM

Posts I've Made

In Topic: DirectInput vs Windows API input

03 May 2015 - 12:47 AM

Awesomes, thank you so much for the replies - I knew there had to be a more sensible way of doing things :D

In Topic: Windows program priority

02 February 2012 - 05:34 AM


Thank you so much, just what I needed; I was under misconception that this too for threads, not the whole process.

In Topic: The final word on stencil buffer and FBOs

07 January 2012 - 08:30 AM

Thank you, just what I wanted to know :)

In Topic: Resizing the texture in memory

07 August 2009 - 07:45 AM

Thanks, I'll look into all the options :)

Original post by swiftcoder
To be honest, that is some truly ancient hardware you are targeting - the GeForce 2 MX had support for GL_ARB_texture_rectangle, as does my old Radeon 7000 mobility. Anything a couple of revisions newer than those two should support GL_ARB_texture_non_power_of_two as well...

Well, yeah, I'm aiming at very low end. Judging by the feedback I've been getting surprisingly many people have faced issues ragarding the matter. The biggest offenders seem to be the integrated Intel Graphics chips. Apparently those things can run Vista Premium but can't handle rectangle OpenGL textures :-/

In Topic: Resizing the texture in memory

07 August 2009 - 04:27 AM

Original post by swiftcoder
There isn't one. You can emulate this by allocating a new texture with the new size, and then using some form of render-to-texture (preferably FBO) to render the old texture into the new one with appropriate scaling.

Thanks for the tip, but I already concidered that, but I cant go down that path; The whole purpose of this endevour of mine is to find a work-around to some videocards not accepting GL_TEXTURE_RECTANGLE extensions. The idea is to allow people using such cards to downscale the textures to power-of-2 dimensions. Render-to-texture doesn't work if the videocard can't render the texture, not to mention using FBO would force me to use even more extensions videocards of those users can't handle.

So, is there any other option (other than re-scaling the textures files or re-writing the actual image file reading routines)?