glCopyTexImage2D() that goes "clipped"
Igor Kravtchenko <[email protected]> Wed, 14 Dec 2005 10:27:22 -0800
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
Hi, I've noticed a quite annoying problem with glCopyTexImage2D() inside a windowed GL context (not fullscreen). If you use the current frame buffer for some copy to texture, the texture goes clipped with white pixels when the window doesn't fit on the screen or is minimised. This only happens on ATI drivers as far as I've noticed. The solution would be to use an independent pbuffer but I'm wondering if it exists some alternatives. Thanks before hand, Igor. ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Igor Kravtchenko INET: [email protected] Fat City Hosting, San Diego, California -- http://www.fatcity.com --------------------------------------------------------------------- To REMOVE yourself from this mailing list, send an E-Mail message to: [email protected] (note EXACT spelling of 'ListGuru') and in the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L (or the name of mailing list you want to be removed from). You may also send the HELP command for other information (like subscribing).