Hi Andreas,

On Thu, 2004-10-07 at 09:18, Andreas Zieringer wrote:
> Hi Enrico,
> 
> I use this code ...
> 
> Andreas
> 
> _rt = new RenderTexture(_width, _height, false);
>              // RGBA8 share, depth, no stencil, mipmaps, and anisotropic 
> filtering. (Must be POTD)
>              _hasPBuffer = _rt->Initialize(true, true, false, true, 
> true, 8, 8, 8, 8);

wie zufrieden bist Du mit dem RenderTexture Ding? Tut das zuverlaessig
(float buffer, depth buffer etc.)? Sollen wir das einbauen,
wahrscheinlich als eigene WindowSystemLib?

        Dirk




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