Hi, everyone. As you might have noticed, I am new to GameDEV, so if i am posting this in a wrong section or doing anything not as supposed to be done please tell me.
My question is about a function i stumbled on while going through the ARB FBO documentation. The function in question is getRenderBufferImage (). Google yielded no results (apart from the aforementioned site), so i was hoping that someone has heard of it or perhaps even used it. If so, please give me a hint to what it did (as it is no longer supported, i think?).
P.P.: I am asking about this because this specific function i have to include in a report and since no one has heard of it i have hit quite a thick wall.
A legacy question
Where exactly did you read about this? From the ARB FBO extension it looks like it never existed at all (was rejected by developers):
Features we have rejected include:
* GetRenderbufferImage (benefit/demand does not seem to
outweigh the additional complexity.)
[/quote]
Where exactly did you read about this? From the ARB FBO extension it looks like it never existed at all (was rejected by developers):
Features we have rejected include:
* GetRenderbufferImage (benefit/demand does not seem to
outweigh the additional complexity.)
[/quote]
It is exactly where i read it. Yet again, they mention demand which would suggest people actually wanted this function to exist. To what purpose?
I assume that someone may have wanted a method from which to extract pixel data from a renderbuffer. When drawing to an FBO channel you can either write to a texture or a renderbuffer, both being similar except that a renderbuffer can't be used as a texture, and may be simpler to implement as a tradeoff for not being able to use it as a texture, I'm not really sure.
If you really wanted to render to an FBO and retrieve pixel data, you could just as easily draw to a texture and get the pixels from that, so maybe that's why they decided not to have a dedicated function to retrieve renderbuffer data.
If you really wanted to render to an FBO and retrieve pixel data, you could just as easily draw to a texture and get the pixels from that, so maybe that's why they decided not to have a dedicated function to retrieve renderbuffer data.
Thank you for the quick response. Seems quite logical to remove such a function (or not write it in the first place) so i'll go with that in my repost. Besides, i was considering making up something about pixel data anyway.
I assume that someone may have wanted a method from which to extract pixel data from a renderbuffer. When drawing to an FBO channel you can either write to a texture or a renderbuffer, both being similar except that a renderbuffer can't be used as a texture, and may be simpler to implement as a tradeoff for not being able to use it as a texture, I'm not really sure.
If you really wanted to render to an FBO and retrieve pixel data, you could just as easily draw to a texture and get the pixels from that, so maybe that's why they decided not to have a dedicated function to retrieve renderbuffer data.
You don't need to render to a texture and get pixels from the texture.
Render to the render buffer and use glReadPixels.
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