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Multi-platform render-to-texture?

Started by kadaf Jun 12, 2004 at 4:38 AM 6 replies 750+ views
Original Post
kadaf
kadaf
Hello. Today I wanted to implement render-to-texture functionality in my GL renderer, but then I saw something terrible: All the optimal solutions involved some kind of WGL* extension... The problem is, that I want to make my engine portable, and I would be very happy if I could avoid too much platform specific code. Is the only solution to render using the ordinary color buffer, and then copy (:-O) to a texture? Have I missed something? (I certainly hope so) Sure, I''m going to use WGL_ARB_pbuffer on the Windoze-build, but personaly I think it stinks that the Linux version is going to be slower than the Windoze-one, and there''s nothing I can do about it -- Rasmus Neckelmann royal.adsl.dk
-- Rasmus Neckelmann
Ingenu
Ingenu
Wait for EXT_render_target, it solves the issue and will be faster than what we have. Thank nVidia for that extension, waiting for the Super Buffer ARB extension to come out.

http://www.opengl.org/resources/features/GL_EXT_render_target.txt
Here''s a version of the extension, not yet released.


-* So many things to do, so little time to spend. *-
-* So many things to do, so little time to spend. *-
Sunray
Sunray
Yeah, I''d love to see that ext. Can''t wait! :D
Hrm, I wonder how long we have to wait..
[size="1"]Perl - Made by Idiots, Java - Made for Idiots, C++ - Envied by Idiots | http://sunray.cplusplus.se
Ingenu
Ingenu
quote:
Original post by Sunray
Yeah, I''d love to see that ext. Can''t wait! :D
Hrm, I wonder how long we have to wait..


Not long, they want it to be out ASAP to make it easier to user render_texture, and before ARB_super_buffer. (otherwise it would be rather useless)
-* So many things to do, so little time to spend. *-
kadaf
kadaf
Super nice, thank you

I''ll look forward to that...

--
Rasmus Neckelmann
royal.adsl.dk
-- Rasmus Neckelmann
_the_phantom_
_the_phantom_
hmm for some reason i was under the impression there was a GLX pbuffer extension... maybe i''m just going crazy..

but yes, the RT extension will be nice, probably see it on NV cards long before ATI ones however
Null and Void
Null and Void
quote:
Original post by _the_phantom_
hmm for some reason i was under the impression there was a GLX pbuffer extension... maybe i''m just going crazy..

There is (hopefully not to miss much sarcasm ). It''s one of the paths I implemented in my toy engine''s pbuffer implementation that''s a path for the render-target mechanism, so I should hope it exists . It''s a lot like WGL_ARB_pbuffer.

Nice to hear about something portable that''s closer to specification than ARB_super_buffer too...

_the_phantom_
_the_phantom_
hehe, it was a genuine ponder, i was sure i''d seen some code using the GLX extension but didnt have time to look at the time and given my tendancy to dream things at times i was starting to doubt my own memory a bit

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