> I just don't understand why Texture2D isn't sufficient for everything
Yeah, neither do I :D I didn't write the code, but I have to work with it.
Perhaps I can convince my collegues of switching to Texture2D in the future.
--
Read this topic online here:
http://forum.opensc
Hi Tim,
I just don't understand why Texture2D isn't sufficient for everything
you are doing. glTextureRectangle is deprecated, it was a temporary
workaround added to OpenGL, you shouldn't need it at all now that
OpenGL fully support non power of two textures.
So please just use Texture2D all the
The problem that I have is that for the GBuffer in our deferred rendering
pipeline, every texture is a Texture2D. The result of the lighting step is also
a Texture2D. However, the last step, a lens simulation, is a TextureRectangle
which get's positioned on the screen and then just displayed in
Hi Tim.
Texture2D and TextureRectangle are wrappers around two distinct types
of OpenGL textures, and at a C++ level are both subclassed from
osg::Texture, so there is no OpenGL level mapping that makes sense in
attempting to convert one to the other, and at the C++ level there
isn't any means for
Hi,
is there a way to cast or convert from Texture2D to TextureRectangle (or the
other way round)? I don't strictly need it, but it'd help me debugging a multi
pass pipeline that seems to loose information somewhere from prerender cameras
to the final rendering to the frame buffer.
I have trie
5 matches
Mail list logo