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Unfadable

Proper way to create downsample buffers

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I need to create a downsampled render buffer for post-processing effects. Is there a proper way to do this, or is it okay to simply render a quad with my full-screen texture on it? Also, does it matter if I'm using floating pointer render targets?

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Couldn't you do this very easily with a shader? I know in HLSL you can just use tex2D() along with a color sampler and divide it by a number defining how far to sample down the texture to produce a "down-sample."

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Quote:
Original post by Unfadable
I need to create a downsampled render buffer for post-processing effects. Is there a proper way to do this, or is it okay to simply render a quad with my full-screen texture on it?

Also, does it matter if I'm using floating pointer render targets?


If your video card supports blending with FP textures, then just rendering a quad to a low-res RT should be fine.

Otherwise, you need to simulate texture filtering in a shader.

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