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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