GL_TEXTURE_RECTANGLE_ARB

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10 comments, last by PinguinDude 19 years, 4 months ago
Is it me or do ATI cards not support this extension ? I tried it even on a geforce 1 and it worked perfectly but when I send it to friends that have an ATI radeon 9000 it won't work. The only guy that managed to play it had an ATI radeon 9800 and it looked very crappy with some textures. Is this true that this extension is so sucky that I may just as well make sure that the texture data ends up as 512x512 or whatever is the closest power of 2 and waste more texture memory ? :|
http://sourceforge.net/projects/pingux/ <-- you know you wanna see my 2D Engine which supports DirectX and OpenGL or insert your renderer here :)
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Yes, ATI support for this extension is dodgy :(

However, this is now the standard extension, so I suppose we can expect them to get their act together.

In the meantime, you may have to support GL_EXT_texture_rectangle, which I believe ATI handles reasonably well.
Do you know the define for that because my glext.h doesn't seem to have it :o ?
http://sourceforge.net/projects/pingux/ <-- you know you wanna see my 2D Engine which supports DirectX and OpenGL or insert your renderer here :)
Hmm. Looking into this in a bit more depth, it seems that EXT_texture_rectangle simply became ARB_texture_rectangle after being accepted by the ARB. So they're effectively the same thing.

However, it looks like ATI have been slow in updating their driver(s). Some sources suggest that you need the EXT version for ATI cards, and it's further corroborated by the fact that ATI's own developer page still refers to the deprecated EXT version.

If you'd like to experiment with it, I suggest duplicating the ARB extension in glext.h and changing all the names over to EXT, with the same token values.
Brain not working well this evening. That'll make no difference. 'Fraid I have no more suggestions, without having tried this myself.
:( Oh well.. thank you for helping :) But what else could I do. All extensions point to the same value at the end.
http://sourceforge.net/projects/pingux/ <-- you know you wanna see my 2D Engine which supports DirectX and OpenGL or insert your renderer here :)
You might want to check for ARB_texture_non_power_of_two. it's in the ogl 2.0 spec now, so we should see wide-spread support for it eventually. In the meantime you are probably going to have to live with power of 2 textures.
Will the ARB_texture_non_power_of_two actually be faster or is it just a replacement of the one I have now ?
http://sourceforge.net/projects/pingux/ <-- you know you wanna see my 2D Engine which supports DirectX and OpenGL or insert your renderer here :)
Pinguin Dude... I have a bone to pick with you. Your GL_TEXTURE_RECTANGLE_ARB thing works fine on my comp... but I had to take it out of my library cause it wouldn't work right for people with intigrated graphics...

There is that and you don't use 0.0 to 1.0, you actualy have to go by coordinates.

It works fine on my intigrated ATI card... [shrug]
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So there is the problem... well then I guess the only thing that I can do is use GL_TEXTURE_2D and just try to convert them huh :| :(

[EDIT]
Ok. So after trying it with GL_TEXTURE_2D I found what the real problem was :o Drawing a 640x480 quad in ortho mode seems to be ehrm sorta slow :|!.
[/EDIT]

[Edited by - PinguinDude on December 7, 2004 7:55:56 AM]
http://sourceforge.net/projects/pingux/ <-- you know you wanna see my 2D Engine which supports DirectX and OpenGL or insert your renderer here :)

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