Am Dienstag 25 Juli 2006 11:54 schrieb H. Verbeet: > On 25/07/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > > Can we flip around the y axis in the shader? > > Well, that is essentially what Jason's hack does :-) > > > Or can we flip around the texture > > coords when drawing from the offscreen texture? If I understand it > > correctly this only affects offscreen rendering. > > I was hoping you would know :-) > We would have to do some fixups when locking the surface as well, but > I don't think that should be a problem. Well, I'm not the shader expert in here, but if the y flip only affects offscreen render targets and we can find out in which conditions it needs flipping then we can just create a SFLAG_INVY surface flag(there are quite a lot of them already :-| ). The tricky part is to actually flip it around when drawing because we have to modify the vertices. This could be a case for drawStridedSlow or VBO vertex fixups. Or do the texture matrices help here? (/me reads up the red book)
Surface locking is the least problem, just check the flag and order reversed coordinates from opengl or flip the lines in software.
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