Question regarding OpenGL implementation in TORCS

Konstantin Ritt <[email protected]> Tue, 25 Apr 2017 11:08:39 +0200
Newsgroups gmane.games.torcs.general
Message-ID <CAG-GN6qesGii5_=Wbt5PanLc7gCpnVzJL6xWrfE+boXMs0WGiw@mail.gmail.com>
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Hello,

I just starting using TORCS for my masters thesis. I am currently trying to
gain some knowledge about usage of OpenGL and was wondering if you could
give a quick shout on where and how the OpenGL pipeline is handled in TORCS?
What I am trying to do is to create another buffer to write frames to, as a
texture, before they are displayed on the screen. With these textures I
want to perform postprocessing purely by using shaders to keep all memory
and computation on the GPU in order to reduce impact on the runtime of the
simulation.
I would highly appreciate it if you could give me some short advice to save
me time sorting through the immense framework of TORCS. Thanks a lot in
advance!

Kind regards,
Konstantin

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<div dir="ltr">Hello,<br><div><br>I just starting using TORCS for my masters thesis. I am 
currently trying to gain some knowledge about usage of OpenGL and was 
wondering if you could give a quick shout on where and how the OpenGL pipeline 
is handled in TORCS?<br>What I am trying to do is to create 
another buffer to write frames to, as a texture, before they are 
displayed on the screen. With these textures I want to perform 
postprocessing purely by using shaders to keep all memory and 
computation on the GPU in order to reduce impact on the runtime of the 
simulation. <br>I would highly appreciate it if you could give me 
some short advice to save me time sorting through the immense framework 
of TORCS. Thanks a lot in advance!<br><br></div><div>Kind regards,<br></div>Konstantin</div>

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