Re: Emulate D3D9's StretchRect
Ray Ratelis <[email protected]> Tue, 03 Jul 2007 15:05:35 -0800
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
For a heads up, nvidia doesn't have a driver that supports this extension for WinXP. Does anyone know if this extension will ever see the light of day on Linux or Mac OS X? Those are the platforms I need it on. Windows uses can just run the dx9 version of our game. Or is this extension an integrated part of OpenGL 2.0? - Ray Ray Ratelis wrote: > Thanks. I assume I can attach a texture to a framebuffer object and then > set the read framebuffer to 0 and the draw framebuffer to the one with > the attached texture and then use the framebuffer_blit function to copy > the main buffer into the texture. > > My video card driver doesn't have the framebuffer_blit extension, > though. I'll see if the more recent driver has it. I'm using a Geforce > Go 7600 on a laptop. > > - Ray > > Michael I Gold wrote: >> You want this: >> >> http://www.opengl.org/registry/specs/EXT/framebuffer_blit.txt >> >> >> Ray Ratelis wrote: >>> I'm porting some code from D3D9 to OpenGL and the D3D9 version uses >>> StretchRect to copy the frame buffer (which is usually non pow2) into >>> a pow2 texture. How would I do this in OpenGL? >>> >>> One way I was thinking of was to CopyTexImage2D into a non-pow2 >>> texture rectangle and then use a pow2 offscreen-context (the same >>> size as my destination pow2 texture) to render the texture rectangle >>> into using a simple quad. Then I would CopyTexImage2D into my >>> destination pow2 texture. That sounds horribly inefficient. Is there >>> a better way? >>> >>> This will happen a few times per frame, so I don't want to copy the >>> background buffer to system memory and do a scale there. >>> >>> Any ideas are helpful. >>> >>> - Ray >>> ----- FAQ and OpenGL Resources at: >>> http://www.geocities.com/SiliconValley/Hills/9956/OpenGL >>> >> ----- FAQ and OpenGL Resources at: >> http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: >> Michael I Gold 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). > ----- FAQ and OpenGL Resources at: > http://www.geocities.com/SiliconValley/Hills/9956/OpenGL > ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Ray Ratelis 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).