Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

penetrator

Lesson 36: render2texture

This topic is 5530 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I modified the code using a textured teapod instead of the helix. The result is that the blurtexture is in grey scale, while i was expecting a color one. It seems that doesn''t matter if i apply a texture or specify a glColo3f: as lighting is enabled the blur texture is grey. I don''t know if any of you experienced this ...

Share this post


Link to post
Share on other sites
Advertisement
the texture or the actual rendered image? because when enabling lighting, glColor does not affect the material color anymore except if you enable color material (glEnable(GL_COLOR_MATERIAL)). after that, you can specify the teapot color with glColor again.

possibly its just that.

"take a look around" - limp bizkit
www.google.com

Share this post


Link to post
Share on other sites
If i understood correctly, there is also e wgl arb extension for rendering to a texture. can you tell me the exact name ?

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!