Re: Emulate D3D9's StretchRect
Ray Ratelis <[email protected]> Tue, 03 Jul 2007 19:05:35 -0800
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
Ok, I got it working. It works pretty well, too. Not as fast as d3d StretchRect but it's good enough for now. I had to download a recent nvidia driver from guru3d.com to get the extension. - Ray Ray Ratelis wrote: > 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 > ----- 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).