Hi Alessandro,
On 07/07/11 15:46, Alessandro Terenzi wrote:
Well, no, I was not re-creating the texture, so if I understood it
correctly: if I want to use the FRAME_BUFFER target I also need to
re-create the texture every time a resize occurs and also call
runCameraSetup as well, right?
If you change texture dimensions you definitely need to call
setCameraRequiresSetUp(true); The runCameraSetup is actually performed
inside RenderStage, so you don't have to call this yourself. I'm not
100% sure of the requirement to resize the texture when the viewport
changes for FRAME_BUFFER, but I assume that if the camera is re-using
the frame buffer of the viewer then their sizes should match. You'll
have to double check this.
Actually the decision not to use FBOs is not final, I'm just trying
the possibilities...to this regard I wonder which target, among
FRAME_BUFFER, FBO and pbuffer, is the one that is most likely going
to work on, let's say, 3 or 5 years old computers?
Well I've tested your code on an old (+-5 years) Dell D820 laptop with
an NVidia GeForce Go 7400 and FBO works fine on that. I'd say if you can
use FBO at all go for that.
cheers
jp
Thank you again.
Cheers. Alessandro
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