Am Dienstag 16 Januar 2007 18:01 schrieb Christoph Bumiller: > Henri Verbeet wrote: > > Well, you can't set a VBO as rendertarget directly, but you can copy > > the FBO data into a PBO, which you can bind as a VBO. That's pretty > > legitimate in OpenGL. But I was wondering how hard it would be to use > > something like that for ProcessVertices.
> I don't think its easy or even possible to have exactly one pixel per > vertex at sequential positions in the pixel buffer, or is it (using > points and knowing the resolution etc.) ? I think with R2VB the pixel shader(which writes to the vb) has a resolution for the target vertex buffer. I gather it will be a bit tricky for the programmer of the application to match color components to vertex attributes, but that is nothing we have to care about. I think we can just copy the data from the fbo to the vbo(or pbo or whatever buffer object) But I prefer to run ProcessVertices in Software. I have not seen a d3d8 or d3d9 application yet which uses it, only some d3d7 apps(Half-Life, Anarchy Online, Shadow Volume 2 sdk demo). But it would be a nice way to read the result of a vertex shader back and compare it in a test case. I don't think it will be practical use for any d3d8/9 app. By the way, the ProcessVertices implementation in wined3d is wrong. It treats the Vertex Declaration it gets as a vertex buffer, which is wrong. It needs some d3d9 tests too, I gather.
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