Looks like the list server bounced this.

---------- Forwarded message ----------
From: Timothy Miller <[EMAIL PROTECTED]>
Date: Tue, 18 Jan 2005 12:38:23 -0500
Subject: Re: [Open-graphics] new opengl render-to-texture extension:
GL_EXT_framebuffer_object
To: Pasi K�rkk�inen <[EMAIL PROTECTED]>
Cc: [email protected]


On Tue, 18 Jan 2005 18:29:33 +0200, Pasi K�rkk�inen <[EMAIL PROTECTED]> wrote:
> On Tue, Jan 18, 2005 at 09:52:25AM -0500, Timothy Miller wrote:
> > Well, I'll consider having a look at it.
> >
>
> You should, because this extension is / will be _the_ way to do
> render-to-texture with opengl. previous methods are slower (require
> context-switches) and they depend on windowing system (glx, wgl, agl).
>
> EXT_fbo is cross-platform, fast and does not require any windowing-system 
> specific
> calls..
>
> The basic idea behind EXT_fbo is, that you can bind textures (any
> mipmap-level, or slice of 3d-texture) as framebuffer (color, stencil or
> depth -buffer) and then all the rendering operations operate on the texture
> rather than real framebuffer. Simple and clean.

It's like they finally thought "hey, we should have arbitrary
off-screen surfaces that you can render to... and FROM."  Finally,
after all this time, they reinvented the Pixmap.  :)

>
> > To the hardware a texture is just a memory area from which you can
> > read or write.  The only thing we have to worry about is syncing the
> > pipeline when you decide you want to read from something you just
> > wrote to (latency).  Oh, and if MIPmapping is involved, the driver
> > will have to regenerate them.
> >
>
> Yep.
>
> > Hey, I just realized that we don't have any mechanism to make the
> > hardware generate MIPmaps.  I was going to have it when I was going to
> > include an antialias multisample stage, but that got nixed by the
> > experts.
> >
> > Suggestions?
> >
>
> Take a look at GL_SGIS_generate_mipmap:
>
> http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt
>
> At least that's how you generate mipmaps using hardware-acceleration in 
> opengl..

Well, that looks like a command.  I need an algorithm.

But Nicolai gave me a good solution for that.  It involves minifying a
texture with linear filter.  If you offset it right, it'll do all the
right blending automatically.

_______________________________________________
Open-graphics mailing list
[email protected]
http://lists.duskglow.com/mailman/listinfo/open-graphics
List service provided by Duskglow Consulting, LLC (www.duskglow.com)

Reply via email to