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gusso

OpenGL fallback method for fbos?

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I'm currently using FBOs to do some filtering on textures (ping-pong, etc with blur). It's all going well, however, what should I do (ie what fallback method should I use) in case FBOs are not available in the system?. What is the other "fast" method after FBOs?, what used to be the norm before frame buffer objects were even implemented?? I really need to get the fallback method going, most of the systems my program will be running on don't even have opengl 2.0 in fact some are 1.4! Thanks

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Original post by V-man
WGL_ARB_pbuffer and WGL_ARB_render_texture which is based on WGL_ARB_pbuffer http://www.opengl.org/registry/
Unfortunately, if you are working cross-platform, the pbuffer extension for each platform is different, so you will need a lot of special case code.

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Quote:
Original post by swiftcoder
Quote:
Original post by V-man
WGL_ARB_pbuffer and WGL_ARB_render_texture which is based on WGL_ARB_pbuffer http://www.opengl.org/registry/
Unfortunately, if you are working cross-platform, the pbuffer extension for each platform is different, so you will need a lot of special case code.


That`s rough

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Thanks for all the info.
Although "glCopyTexSubImage" seriously?, I thought this was a slow method!

I guess I'll have to give it a try before jumping into conclusions. On a second thought: I'm wondering if someone already did a benchmark of all the available methods?.

I am working cross-platform, but at the moment it's windows only.

Does glCopyTexSubImage actually perform a hard-copy of the data in the GPU?. I guess if any that would be the bottleneck right?

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