Thanks, it looks like a way to go. But the size of textures must be a power
of two, mustn't it? It's quite a limitation.
And what is the best way to render it? I would do something like this:
"iImage=>iTextureHandle=>(render to this texture by
iGraphics3D)=>iImage=>(render to the screen by iGraphics2D)". Isn't there
any better way?

On 7/3/07, res <[EMAIL PROTECTED]> wrote:

On 03.07.2007 11:24, Jan Steuer wrote:
> But I have another question. I found "CreateOffscreenCanvas" method in
> iGraphics2D which creates an off-screen canvas. Suppose I have already
> rendered something on that off-screen canvas. What is the best way to
> copy the data from that canvas back to the screen canvas?

Don't use it. AFAIK it's really just cruft and won't work. The way
render to an offscreen surface is through iGraphics3D->SetRenderTarget().

-f.r.


-------------------------------------------------------------------------
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
_______________________________________________
Crystal-main mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/crystal-main
Unsubscribe: mailto:[EMAIL PROTECTED]
?subject=unsubscribe



-------------------------------------------------------------------------
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
_______________________________________________
Crystal-main mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/crystal-main
Unsubscribe: mailto:[EMAIL PROTECTED]

Reply via email to