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Ysaneya
01-05-2002, 10:25 AM
I just spent quite some time trying to find a wglext.h with the definition of the WGL_ARB_render_texture tokens and functions, but didn't find any.. so i'm just going to modify my own, but why isn't there any updated version around ? The extension has been approved more than 6 months ago AFAIK !?

Y.

NitroGL
01-05-2002, 11:24 AM
/*
** WGL_ARB_render_texture
**
** Support:
** Rage 128 * based : Supported
** Radeon * based : Supported
*/
#ifndef WGL_ARB_render_texture
#define WGL_ARB_render_texture 1

#define WGL_BIND_TO_TEXTURE_RGB_ARB 0x2070
#define WGL_BIND_TO_TEXTURE_RGBA_ARB 0x2071
#define WGL_TEXTURE_FORMAT_ARB 0x2072
#define WGL_TEXTURE_TARGET_ARB 0x2073
#define WGL_MIPMAP_TEXTURE_ARB 0x2074
#define WGL_TEXTURE_RGB_ARB 0x2075
#define WGL_TEXTURE_RGBA_ARB 0x2076
#define WGL_NO_TEXTURE_ARB 0x2077
#define WGL_TEXTURE_CUBE_MAP_ARB 0x2078
#define WGL_TEXTURE_1D_ARB 0x2079
#define WGL_TEXTURE_2D_ARB 0x207A
#define WGL_MIPMAP_LEVEL_ARB 0x207B
#define WGL_CUBE_MAP_FACE_ARB 0x207C
#define WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x207D
#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x207E
#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x207F
#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x2080
#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x2081
#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x2082
#define WGL_FRONT_LEFT_ARB 0x2083
#define WGL_FRONT_RIGHT_ARB 0x2084
#define WGL_BACK_LEFT_ARB 0x2085
#define WGL_BACK_RIGHT_ARB 0x2086
#define WGL_AUX0_ARB 0x2087
#define WGL_AUX1_ARB 0x2088
#define WGL_AUX2_ARB 0x2089
#define WGL_AUX3_ARB 0x208A
#define WGL_AUX4_ARB 0x208B
#define WGL_AUX5_ARB 0x208C
#define WGL_AUX6_ARB 0x208D
#define WGL_AUX7_ARB 0x208E
#define WGL_AUX8_ARB 0x208F
#define WGL_AUX9_ARB 0x2090

typedef BOOL (WINAPI * PFNWGLBINDTEXIMAGEARBPROC)(HPBUFFERARB hPbuffer, int iBuffer);
typedef BOOL (WINAPI * PFNWGLRELEASETEXIMAGEARBPROC)(HPBUFFERARB hPbuffer, int iBuffer);
typedef BOOL (WINAPI * PFNWGLSETPBUFFERATTRIBARBPROC)(HPBUFFERARB hPbuffer,
const int *piAttribList);
#endif


(taken from ATI's wglati.h file BTW)

[This message has been edited by NitroGL (edited 01-05-2002).]

dorbie
01-05-2002, 12:28 PM
Hmm... wasn't there a copyright notice at the top of this file?

NitroGL
01-05-2002, 12:33 PM
Originally posted by dorbie:
Hmm... wasn't there a copyright notice at the top of this file?

Yes, what's your point?

dorbie
01-06-2002, 02:26 PM
My point is self evident.

NitroGL
01-06-2002, 02:47 PM
Originally posted by dorbie:
My point is self evident.

To quote ATI:


The tokens and prototypes required to utilize these extensions are found in the glATI.h and wglATI.h headers, which you can feel free to use in your own applications.

dorbie
01-06-2002, 04:10 PM
Not to overemphasize this issue, because I almost deleted my last post but forgot, but using a token in an application is not the same thing as publishing swathes of header information with the values that the tokens define.

Since these all exist in the extension registry I suppose this is a moot issue. I was just in a particularly pedantic mood.

Ysaneya
01-07-2002, 12:11 AM
Well, thanks, but my question was not what these tokens are :) I very well know what they are, since as you said, you can find them in the extension registry. Sorry if my question was not clear.

I'd just like to know why the "official" wglext.h ( on www.opengl.org (http://www.opengl.org) ) is not up to date ? Can we expect future updates or is it just "dead" ?

Y.