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RTT fullscreen

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Hi, Im recently implemented rtt on my engine. I save my scene into a texture and after that i render it to the screen. But it works only on windowed mode, on fullscreen mode i get a black screen. Any idea? Thanks in advance.

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Need more information, before we can help you... here are a few questions that can help us to help you:

What platform is this on? (Windows, Mac, Linux, ...)

What windowing toolkit are you using? (Win32, SDL, ...)

What type of render-to-texture is this? (PBuffer, FRAME_BUFFER_EXT, backbuffer copy, ...)

What is the type and dimensions of your render texture? (GL_TEXTURE_2D, GL_TEXTURE_RECTANGLE, ...)

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Hi,

Im working on a win XP with 7600GS.

Im using render to texture with fbo (colorbuffer and depthbuffer).

The size of the texture is the resolution of the game, actually 800x600. I also tried with power of 2 textures and it didnt work.

Thanks for your help.

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Quote:
Original post by glmisscelan
Hi,

Im working on a win XP with 7600GS.

Im using render to texture with fbo (colorbuffer and depthbuffer).

The size of the texture is the resolution of the game, actually 800x600. I also tried with power of 2 textures and it didnt work.

Thanks for your help.


No ideas, I am afraid - I haven't used FPOs in Windows.

Have you tried reading back from the texture and saving it to disk?

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Shouldn't happen unless you get some glerrors while rendering. You could check this for instance with glIntercept.

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i really, really love fbos.

Im getting INVALID_FRAMEBUFFER_OPERATION_EXT when i try to render the texture (only on fullscreen mode), but im getting completed status!! when i create the fbos in both modes (windowed and fullscreen).

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solved....

I changed this


glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w_size, h_size, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);


to this

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, w_size, h_size, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);



"GL_RGB to GL_RGB8"

And now it works, anyone could explain why it doesnt work on fullscreen mode?.

Thanks!!!

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Quote:
Original post by glmisscelan
solved....

I changed this

*** Source Snippet Removed ***
to this
*** Source Snippet Removed ***

"GL_RGB to GL_RGB8"

And now it works, anyone could explain why it doesnt work on fullscreen mode?.

Thanks!!!


Hmm... that seems to me to indicate that OpenGL defaults to a floating point texture format - something I wasn't aware of.

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