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texture bigger than the windows

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Hi... i want to save a shadow map with a maximum of details, so i want to create a big texture... my windows is a 1024*768, but i can't create a square texture bigger than 735*735 if i try to create a bigger one, only a part of the texture get the depth and the rest stay black... have you an idea to solve that problem? thanks you very much

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I'm having actualy the same problem as you. As far as I know, what we need to do is render offscreen to a pbuffer or a frame buffer object (fbo).

The only problem is... I still don't know how to do that. Ill try to find out soon.

try here: http://www.codesampler.com/oglsrc/oglsrc_14.htm

Good luck.

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yep you'll have to use framebufer objects.. pbuffers are not a good choice. fbo work similar to texture objects: you create an id, bind a new buffer to it and assign a texture object to that buffer. then you simply enable the buffer to draw into it instead of drawing to the screen.

// generate framebuffer object
glGenFramebuffersEXT( 1, &m_uiBufferId );
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_uiBufferId );

// generate texture object
glGenTextures( 1, &m_uiTextureId );
glBindTexture( GL_TEXTURE_2D, m_uiTextureId );
glTexImage2D( ... );

// assign texture to fbo
glFramebufferTexture2DEXT( ... );

// disable framebuffer
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 );

note that you will also need to create a renderbuffer to store depth information.

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You also have to call glViewport() with new "window" dimensions, i.e the dimensions of the pbuffer/fbo, and when you go back rendering to the real window, backbuffer, you call glViewport again with the window size. And possibly update the projection matrix too when doing this.

ch.

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This topic is 4177 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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