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Render to texture efficiency

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Hi,

 

I am working on creating a level editor that contains 4 unique views (3 plan views and 1 3D view). I was thinking that rather than lots of context switching to update all 4 views simultaneously I could partition a single window and have all draw calls mapped to 4 textures, that could then be mapped to the relevant parts of the window. I have a few questions:

 

1. Is it possible to do this and make it look correct?

2. Is swapping between textures any faster than swapping between windows?

3. Is there a better way to do this than those I have suggested?

 

Thanks in advance.

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1. Definitely

2. Probably, maybe. Yes.

3. There's a godzillion ways of doing just about anything. I think splitting a screen from a single context into 4 viewports make complete sense, and shouldn't be very complicated to do.

 

4 textures sounds good.

 

For the viewport separation, I think glViewport() can singlehandedly do all of this for you.

See: http://www.opengl.org/sdk/docs/man/docbook4/xhtml/glViewport.xml

But, I'm not completely sure. If it doesn't work that way, just use matrix-fu to align the coordinate systems correctly.

Edited by Kaptein

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