Re: pBuffer again

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From: Angus Dorbie (dorbie++at++sgi.com)
Date: 02/21/2000 09:23:36


The mesh doesn't change over time so no buffer is required for the
geometry.

The only thing which changes is the image in texture memory. The
readback from the framebuffer to TRAM happens synchronously in the draw
process each frame and so no buffering is required.

Thanks for the feedback, it is very rewarding to hear that my tutorials
helped you.

CHeers,Angus.

Dirk Scheffter wrote:
>
> pfHi there again,
>
> forget my pBuffer problem.
> My real problem was to make a distorted image for a cylindric projection
> screen. For this I assumed to need pBuffer for Multipass-Rendering.
> Meanwhile I downloaded the sample EnvMap written and published by Angus Dorbie.
> (Hi Angus, many many thanks, this saved my life/my job/whatever.) :-) And in
> Angus' sample I saw that I doesn't need pBuffer for this.
> Any comments?
>
> pfGreetings,
> (pfHappy) Dirk.
>
> P.S.: One weird fact: Subloading of texture from framebuffer didn't work until
> I used
> tex->setFilter(PFTEX_MINFILTER, PFTEX_BILINEAR);
> tex->setFilter(PFTEX_MAGFILTER, PFTEX_BILINEAR);

-- 
For Performer+OpenGL tutorials http://www.dorbie.com/
My comment on the abuse of Jon Johanson's rights;
After giving up raiding their neighboring countries the Norse men
have taken to raiding 15 year old kids in their bedrooms. Very sad.


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