Stephen_H
08-04-2003, 10:48 PM
Are they possible?
I have a text rendering system that I want to optimize by using render-to-texture to dynamically pack my strings into a large texture. My fonts are all alpha only textures, which I did because its 1/4 the space of an RGBA texture.
Nvidia's Pixel Format tool only shows that my GeForce2GTS supports RGBA Pbuffers, and I was wondering if they are just not showing non-RGBA pbuffers? If I'm using render-to-texture, am I still limited to the pbuffer formats, or can I do any HW accelerated texture format? (like GL_ALPHA)
Also, is it possible to use render to a texture using a different part of the same texture as the source pixels? I was thinking about a scheme for repacking my strings when they become too fragmented and it involves something like this. Right now, I'm thinking about keeping one line of the text buffer empty and then copying fragmented lines to the empty line thus compacting them. Then the old fragmented line becomes the free line. Not sure if this is the best algorithm to do this or not.
Thanks all,
Stephen
I have a text rendering system that I want to optimize by using render-to-texture to dynamically pack my strings into a large texture. My fonts are all alpha only textures, which I did because its 1/4 the space of an RGBA texture.
Nvidia's Pixel Format tool only shows that my GeForce2GTS supports RGBA Pbuffers, and I was wondering if they are just not showing non-RGBA pbuffers? If I'm using render-to-texture, am I still limited to the pbuffer formats, or can I do any HW accelerated texture format? (like GL_ALPHA)
Also, is it possible to use render to a texture using a different part of the same texture as the source pixels? I was thinking about a scheme for repacking my strings when they become too fragmented and it involves something like this. Right now, I'm thinking about keeping one line of the text buffer empty and then copying fragmented lines to the empty line thus compacting them. Then the old fragmented line becomes the free line. Not sure if this is the best algorithm to do this or not.
Thanks all,
Stephen