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Am Donnerstag, 29. November 2007 13:41:09 schrieb Mark:On 29.11.2007, at 13:35, Stefan Dösinger wrote:I see no reason why it would fail, but the question is how the driver handlesThe 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?
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>) | |
| >Re: FBO+GLSL write to texture with less than 4 components (From: Stefan Dösinger <email@hidden>) |
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