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Re: FBO+GLSL write to texture with less than 4 components



On Nov 28, 2007, at 11:08 PM, Mark wrote:

Hi list,
I've been trying to write the output of a fragment shader to LUMINANCE texture, but all I get then is a completely black texture.


Question: do FBOs support writing directly to a texture with fewer than 4 components - how?
If not, is there any workaround?

Unfortunately, no. Early NVIDIA drivers on Linux and Windows supported rendering to 1 and 2-component textures with FBO, but they later took it out because it wasn't properly defined in OpenGL. This is an annoyance if you are trying to port a Direct3D game that wants to render to an R16[F] or R32[F] for use as a single-component shadow texture. The hardware is perfectly capable of doing this, but the functionality isn't exposed under OpenGL. In order to render to the shadow map [using the same algorithm], you end up needing to use 4- component texture formats and ignoring the other 3 components, which will take up 4 times the VRAM.


I guess this is something generic to add to the list of things that Apple could do to improve gaming on the Mac:

Make sure that all graphics hardware features that are exposed on other platforms are available on the Mac as well.

If this means creating an APPLE_* extension to GL to do so, then so be it.

This particular issue would be great to see as a proper ARB extension or as part of OpenGL 3.0. From conversations with people at both Apple and NVIDIA, I know this issue has been discussed, but at the moment, it's still one area where the Windows drivers provide more functionality than Mac OS.

Jason Green
Developer, TransGaming, Inc.
email@hidden
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 >FBO+GLSL write to texture with less than 4 components (From: Mark <email@hidden>)



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