GL_TEXTURE_RECTANGLE_ARB
GL_TEXTURE_RECTANGLE_ARB
anyone recommend me an ATI card that supports this? basically i need npot textures . my current readeon 9000 and nvidia quadro fx 1500 doesnt seem to be capable
Well I would look at a x1950XT I think it's called? It should support OpenGL2.0 and that is required to use NPOT textures and you will not need to mess with GL_TEXTURE_RECTANGLE. I don't own an ATI card and haven't in quite awhile. So I can't say for sure. I know that some people still say ATI can't do vertex textures...
aznium,
Try to find the extension string, GL_EXT_texture_rectangle instead of GL_ARB_texture_rectangle. (They are exactly same extension, but the later is approved by ARB.)
I am pretty sure that Radeon 9000 supports GL_EXT_texture_rectangle because this extension was added OpenGL version 1.3. Even lower cards, such as Radeon 7000/7200, support it based upon ATI doc.
Note that the latest glext.h declares only GL_TEXTURE_RECTANGLE_ARB in it, but not GL_TEXTURE_RECTANGLE_EXT any more, because they are same. Therefore, if your card supports either GL_EXT_texture_rectangle or GL_ARB_texture_rectangle, then you can use GL_TEXTURE_RECTANGLE_ARB in your code.
Also, GL_NV_texture_rectangle for nVidia cards is equivalent to GL_ARB_texture_rectangle.
Try to find the extension string, GL_EXT_texture_rectangle instead of GL_ARB_texture_rectangle. (They are exactly same extension, but the later is approved by ARB.)
I am pretty sure that Radeon 9000 supports GL_EXT_texture_rectangle because this extension was added OpenGL version 1.3. Even lower cards, such as Radeon 7000/7200, support it based upon ATI doc.
Note that the latest glext.h declares only GL_TEXTURE_RECTANGLE_ARB in it, but not GL_TEXTURE_RECTANGLE_EXT any more, because they are same. Therefore, if your card supports either GL_EXT_texture_rectangle or GL_ARB_texture_rectangle, then you can use GL_TEXTURE_RECTANGLE_ARB in your code.
Also, GL_NV_texture_rectangle for nVidia cards is equivalent to GL_ARB_texture_rectangle.
Hi,
i tried
glewGetExtension("GL_ARB_texture_rectangle")
glewGetExtension("GL_EXT_texture_rectangle")
glewGetExtension("GL_TEXTURE_RECTANGLE_EXT")
glewGetExtension("GL_TEXTURE_RECTANGLE_ARB")
on my quadro fx 1500 and all return false. perhaps i am doing it wrong?
i do not have glext.h , i am only including gl/glew.h
i tried
glewGetExtension("GL_ARB_texture_rectangle")
glewGetExtension("GL_EXT_texture_rectangle")
glewGetExtension("GL_TEXTURE_RECTANGLE_EXT")
glewGetExtension("GL_TEXTURE_RECTANGLE_ARB")
on my quadro fx 1500 and all return false. perhaps i am doing it wrong?
i do not have glext.h , i am only including gl/glew.h
i dont know what a quadro fx 1500 is
nv3x or nv4x i guess if so then
glewGetExtension("GL_ARB_texture_rectangle") should work
make sure u have the latest drivers for your card print out the gl version string
nv3x or nv4x i guess if so then
glewGetExtension("GL_ARB_texture_rectangle") should work
make sure u have the latest drivers for your card print out the gl version string
Quote:Original post by aznium
glewGetExtension("GL_ARB_texture_rectangle")
glewGetExtension("GL_EXT_texture_rectangle")
glewGetExtension("GL_TEXTURE_RECTANGLE_EXT")
glewGetExtension("GL_TEXTURE_RECTANGLE_ARB")
Bottom 2 are not extension strings. They are enums to be used as texture target in glTexImage*D() or texture related functions. Try also GL_NV_texture_rectangle for nVidia card. Quadro FX 1500 is a decent professional OpenGL video card. It should support version 2.0 or greater.
You don't even need glext.h file if you want to use only GL_ARB_texture_rectangle. Just declare GL_TEXTURE_RECTANGLE_ARB in your code before using it. For example;
// declare enum for texture rectangle#define GL_TEXTURE_RECTANGLE_ARB 0x84F5...// get gl extension stringstd::string glExtensions = (char*)glGetString(GL_EXTENSIONS);// check if texture rectangle is supportedif(glExtensions.find("GL_ARB_texture_rectangle") != std::string::npos || glExtensions.find("GL_EXT_texture_rectangle") != std::string::npos || glExtensions.find("GL_NV_texture_rectangle") != std::string::npos){ textureTarget = GL_TEXTURE_RECTANGLE_ARB; texRectSupported = true;}else{ textureTarget = GL_TEXTURE_2D; texRectSupported = false;}...glTexImage2D(textureTarget, 0, internalFormat, imageWidth, imageHeight, 0, format, GL_UNSIGNED_BYTE, buffer);
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement