Hmm, Ok. I'd assumed OpenGL would have a fallback for something like this. Is there a simple way (a get call, or something) to retrieve the dimensions of a texture after it's been created?
Edit: Nevermind, just found it. Well, I used [color=#3F0B80][font="Arial"]glGetTexLevelParameteriv[/font] to get the width and height, it returned 1920 and 1200, as it ought to be doing.
Display Stretching
Not for the first time, I feel remarkably stupid, it seems I may have had the wrong texture bound during the render. However I'm entirely sure that was the full extent of the problem; binding another texture temporarily and then binding the render texture again seemed to mess up the sizes, but I may have missed something else there.
Edit: Right, fixed it now. I had some dodgy texture handling going on, some old code that I had forgotten to replace. Thank you to those who tried to help, and apologies for wasting your time =P
Edit: Right, fixed it now. I had some dodgy texture handling going on, some old code that I had forgotten to replace. Thank you to those who tried to help, and apologies for wasting your time =P
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