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Re: Texturemapping to gl_points



Hi Mike,

I tried with quads and apparently they'd solve the texture-mapping but halves the fps. I also lose the ability to use round points.

If you're texturing the points, you can just "draw" roundness!

With the method you suggested I get only whole texture mapped to each point (is this the bug you mentioned? I AM using Radeon 2600 hd but unable to try it elsewhere currently)

No. In the bug I have seen, the effect is for the texture coordinates to not change at all, e.g. if you have a blue-and-red billboard, you might only get a big blue square as one texture coordinate is used for the entire sprite.


Using the ENTIRE texture for the sprite (e.g. tex coords go from 0 to 1) is CORRECT - that's what the spec says. If you don't like that you have to write a pixel shader to rescale the coordinates; the pixel shader runs after the sprite coordinate generation.

cheers
Ben


Thanks.

-Mike




Ben Supnik kirjoitti 30.5.2008 kello 19:05:

Hi y'all,

- I'm surprised to hear so many people say "do quads"...that would increase bus traffic by 4x...

- One advantage of quads which makes us use them in places (we use sprites in others) is that a lot of cards have a max point size of 64x64, so if the billboards have to be big when close, sprites aren't viable.

- With GLSL 1.2 there's a new way to get sprite teture coords; the old way is to enable sprite coord replace mode, e.g.

glEnable(GL_POINT_SPRITE_ARB); glTexEnvi(GL_POINT_SPRITE_ARB,GL_COORD_REPLACE_ARB,GL_TRUE);

- I believe that if you want to use part of the texture, you need to write a pixel shader, because there's no fixed function texture atlasing for sprites.

- There is/was a bug with point sprites on the iMac with Radeon HD Hardware (I filed r5483766) where the sprite coords don't modulate. Can't say more, this list isn't under NDA, but if you write what you think is the right code and it doesn't work, regression on another computer might help!

cheers
ben



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References: 
 >How to load imagefile for texture (Leopard) (From: "Mike mcFin" <email@hidden>)
 >Re: How to load imagefile for texture (Leopard) (From: Jean-Francois Roy <email@hidden>)
 >Texturemapping to gl_points (From: Mike <email@hidden>)
 >Re: Texturemapping to gl_points (From: Kent Miller <email@hidden>)
 >Re: Texturemapping to gl_points (From: Mike <email@hidden>)
 >Re: Texturemapping to gl_points (From: Ben Supnik <email@hidden>)
 >Re: Texturemapping to gl_points (From: Mike <email@hidden>)



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