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



Am Donnerstag, 29. November 2007 13:41:09 schrieb Mark:
> On 29.11.2007, at 13:35, Stefan Dösinger wrote:
> >> 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
>
> Oh, so simple it didn't come to my mind. Can this be done together
> with PBO's?
I see no reason why it would fail, but the question is how the driver handles 
this. It might be a non 1:1 copy, so the driver might fall back to 
downloading everything to the CPU anyway. I guess this needs some 
benchmarking


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



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