glBlitFramebufferEXT vs. rendering to lower resolution fbo
Hey guys!
I need to downsample a texture to 1/2 of its size. Someone knows how glBlitFramebufferEXT is usually implemented? I assume it will be done using shaders and not a special and faster hardware mechanism for doing the copy.
If someone has experience with this, maybe knows what will be faster, glBlitFramebufferEXT or simply rendering a quad binded with the texture to a framebuffer with the desired resolution? (via custom shader that only perform the necessary operations)
Thanks!
what u do need a special shader for the second version?
just draw a texture at half the dimensions, this is the same as a blit to half the dimensions
just draw a texture at half the dimensions, this is the same as a blit to half the dimensions
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