Mailing Lists: Apple Mailing Lists

Image of Mac OS face in stamp
 
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

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



Am Donnerstag, 29. November 2007 13:24:28 schrieb Mark:
> Thanks - no, I wasn't checking glError.
>
> So, I'm forced to write the output to an ARGB FBO - can't I then just
> copy the contents of the framebuffer to a texture with fewer
> components (using glCopyTexSubImage2D), or is this behavior also not
> defined in OpenGL?
> The reason I really want to have the information on a 1 (or 2)
> component texture is I will be reading it back to the CPU, so avoiding
> the 3 (or 2) extra components will make the readback a lot faster.
You can just read back single channels, e.g. GL_RED or GL_ALPHA


Attachment: signature.asc
Description: This is a digitally signed message part.

 _______________________________________________
Do not post admin requests to the list. They will be ignored.
Mac-opengl mailing list      (email@hidden)
Help/Unsubscribe/Update your Subscription:
http://lists.apple.com/mailman/options/mac-opengl/email@hidden

This email sent to email@hidden

References: 
 >FBO+GLSL write to texture with less than 4 components (From: Mark <email@hidden>)
 >Re: FBO+GLSL write to texture with less than 4 components (From: Kent Miller <email@hidden>)
 >Re: FBO+GLSL write to texture with less than 4 components (From: Mark <email@hidden>)



Visit the Apple Store online or at retail locations.
1-800-MY-APPLE

Contact Apple | Terms of Use | Privacy Policy

Copyright © 2007 Apple Inc. All rights reserved.