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OrangyTang

WGL_ARB_RENDER_TEXTURE: How?

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I''d like to get some render-to-texture working in my test app, but havnt got a clue how to do it . I''ve not used any extensions before so i''m a bit miffed as to how I go about it. I''ve checked the extension string so i know its supported (GeForce 2 GTS) but i''m at a loss as to where to go next. Anyone any pointers as to where to start?

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www.opengl.org
nvidia dev site
http://www.uni-karlsruhe.de/~uli2/
www.delphi3d.net
http://www.cfxweb.net/~delphigl/
etc

http://uk.geocities.com/sloppyturds/gotterdammerung.html

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I''ve been trawling though opengl.org and nvidia''s site all afternoon, but can''t seem to find any clear examples of setting up the required pBuffer.

A couple of more specific questions:
I see i''m supposed to call wglChoosePixelFormat() before creating a pBuffer, is this to set the format of the new pbuffer? In which case i assume its best to create it the same as the current display settings? Something like DRAW_TO_PBUFFER and WGL_BIND_TO_TEXTURE_RGB_ARB?

Whats createPBuffer expecting as the piAttrList (last parameter)? Is this a pointer to a 0 terminated array or am i reading this crooked?

I''m not using delphi3d, but i''ll have a look around those sites and see if theres any usefull stuff there as well...

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There''s white paper on P-Buffer''s and Renderable Textures on the ATI developer site that may be helpful here:

http://www.ati.com/developer/ATIpbuffer.pdf

WGL_ARB_render_texture is build on top of WGL_ARB_pbuffer so you''ll need to look at both extension specs to understand how it works. You''ll be able to figure out what createPBuffer take from the WGL_ARB_pbuffer extension spec.

If you want, I''ve got a really simple app that uses this extension that I could send to you.

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