glCopyTexImage2D

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5 comments, last by pex22 19 years, 4 months ago
Can glCopyTexImage2D be used when rendering to pbuffers? I am unable to make my render-to-texture work. Sriram
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Why would you wanna do that? Then there's no point in using a pbuffer.
| Stein Nygård - http://steinware.dk |
i thought u were going to send me the code to check out?
post a link here if you want..
"I am a donut! Ask not how many tris/batch, but rather how many batches/frame!" -- Matthias Wloka & Richard Huddy, (GDC, DirectX 9 Performance)

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Quote:Original post by stein
Why would you wanna do that? Then there's no point in using a pbuffer.

There are number of uses of glCopyTexImage2D with pbuffers. Using textures biger then your viewport and limitations to number of pbuffers are just two of them.
You should never let your fears become the boundaries of your dreams.
Just sounded to me, like he wanted to render directly to the pbuffer... Avoiding gopypixels.
But thanks for the info :)
| Stein Nygård - http://steinware.dk |
I am testing an openGL program using glTexCoord3d
Can any one tell me the difference with glTexCoord2d
What is the third cordinate for

Best regard
Thibaut
Quote:Original post by thibaut VINCHON
I am testing an openGL program using glTexCoord3d
Can any one tell me the difference with glTexCoord2d
What is the third cordinate for

Best regard
Thibaut

Clicky
short explanation from the clicky (the clicky also contains examples what effects can be implemented in 3d textures and not in 2d):
Quote:Original text by X-Micro Technology Corp.
A 3D texture contains information in three dimensions as opposed to two. The addition of the third dimension allows developers access to a depth component of texture information, as well as width and height. NVIDIA’s 3D textures enables developer to think in new ways when texturing objects.


pex.
pex.

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