Hello Francesco,
Francesco Tamagni wrote:
> Carsten Neumann ha scritto:
>> have you tried using the SFStorageHeight SFStorageWidth fields ? AFAIUI
>> this can be used to set the size of the texture that is created and if
>> the window is larger than that texture it was my understanding that the
>> FBOViewport only renders to a part of the window.
>>
> i'm already using storagewidth/storageheight with the desired size,
> which is less than window size, but i still get a full window sized render.
hm, that's not good :(
>> hm, I don't quite understand what you are referring to with offsets
>> above. The fact that FBOViewport draws into framebuffer 0 (i.e. the
>> window) when emulating FBOs is just because in that case it's the only
>> available framebuffer ;)
>>
>
> sorry, i know that sometimes i'm cryptic... with "offsets" i mean the
> following way to define viewport size:
>
> setSize (Real32 left, Real32 bottom, Real32 right, Real32 top);
>
> which, at drawing time, will call glViewport with not-necessarily-zero
> values in the first two params (the offsets... ).
>
> well, after a fast review of FBOViewport::render i don't think that this
> is supported, but maybe i'm wrong.
looks like this is not working. However, you don't seem to need the
ability to render to an arbitrary rectangle of the viewport, it would be
sufficient if the rendering would be restricted to the StorageWidth x
StorageHeight lower left corner, right ?
regards,
Carsten
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