Re: Re: Tips for debugging D3D Textures & DirectSound?
Adam Luchjenbroers <[email protected]> Tue, 5 Oct 2004 23:29:38 +0930
| Newsgroups | gmane.comp.emulators.winex.devel |
|---|---|
| Message-ID | <[email protected]> |
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On Tue, 5 Oct 2004 23:12, you wrote: > Hi Adam, > > You will need to add support for EXT_texture_rectangle and > NV_texture_rectangle, which are virtually identical to eachother > anyways. (As is ARB_texture_rectangle which is intended to replace > both, although, again, functionally identical.) > > This will require multiplying all texture coordinates by the width and > height of the texture before use. Easiest would probably be to push a > matrix onto the texture stack. You'll need to do a bit more work for > the vertex shaders, though. (Add in the instructions to do the mul > before output.) > > We haven't handled this yet ourselves. > > Incidentally, when a card finally comes on the market that supports > ARB_texture_non_power_of_two this will no longer be necessary, since > cards exposing that extension will support those texture formats > natively. > > > Regards, > James Cool, thanks. Will have to learn some more about OpenGL to get started, but I'm a fast learner so I should be able to grasp what I need soon enough. Any recommended reading? - -- The world is a cat toy. -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.4 (GNU/Linux) iD8DBQFBYqjN94zI/zB2CYURAl+aAJ9SC973wzq4xOdyIzljUSB+TBDL0ACdFjqh ptTRINxbuJVMJD2+OW6iQ4I= =nfQ2 -----END PGP SIGNATURE-----