// draw the source to the destination
// TODO: if better-than-bilinear-scaling is desired, add a shader here to do bicubic or something
glBegin(GL_QUADS);
glTexCoord2f(0,0);
glVertex2f(0,0);
glTexCoord2f(1,0);
glVertex2f(width,0);
glTexCoord2f(1,1);
glVertex2f(width,height);
glTexCoord2f(0,1);
glVertex(0, height);
glEnd();

// done! scaledTexture now has the scaled contents using bilinear scaling in hardware
// make sure to delete fbos and texture when done.
// ALSO: RESTORE ALL THE GL STATE!  NOT DOING SO WILL BLOW UP!

Thank you for the hint.

Couple of questions though:

- having done 3d programming before, I seem to remember that any texture sizes must be powers of 2? I want some potential weird scalings, currently our test setup has for instance 48 by 50 pixels. Could that be handled?

- also, great to have the scaled down version of my image, but now what? How do I read out the pixeldata from scaledTexture?

What is it, by the way, a texture object?


My apologies for abusing your help - this is just all new to me.


Thanks again,

--
Christophe Leske
multimedial.de

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www.multimedial.de - [email protected]
Hohler Strasse 17 - 51645 Gummersbach
+49(0)2261-99824540 // +49(0)177-2497031
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