I have a question about the legacy ATI_text_fragment_shader system.
Is it possible to address using non-power of 2 coordinates (texRECT)
in a shader ? I have a pbuffer which is of type
GL_TEXTURE_RECTANGLE_EXT -- if you can't use non-power of 2 texture
coordinates, can I use 0.0 to 1.0 in an ATI_text_fragment_shader
shader to texture from it?
This is running on a Radeon 9200.
Many thanks,
Simon
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