On 03.07.2007 16:45, Jan Steuer wrote: > 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.
Not necessarily. If you specify the CS_TEXTURE_NPOTS texture flag you can get a non-power-of-two texture - if supported by the hardware. > 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? Since you render to a texture directly you can immediately use that texture to render to the screen. -f.r.
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