Thanks for the replies! I actually did use glCopyTexSubImage3DEXT
initially, but that didn't work. The code was the same as I have
listed, except with the line, instead of glCopyTexImage2D:
...
Type: Posts; User: quynh-clone
Thanks for the replies! I actually did use glCopyTexSubImage3DEXT
initially, but that didn't work. The code was the same as I have
listed, except with the line, instead of glCopyTexImage2D:
...
Hi everyone,
I've been trying to get copying of a 3D textured image to work. What I'd like
to do is texture a polygon with a 3D texture in the first pass. Then, copy this
texture, manipulate...
Thanks so much for your help! You wouldn't believe how long I've been mucking around with this to get it working. It's not completely there, but VERY close! At least the problem I was having is...
Addendum to my previous reply -
Why are you saying that the alpha portion of GL_SPARE0_NV is equal to the alpha portion of GL_TEXTURE0_ARB? I thought that I was using combiner 0 to construct the...
Thanks for the reply. I didn't know that the componentUsage had to be GL_ALPHA or GL_BLUE when portion is GL_ALPHA. Unfortunately, with this change the mux still doesn't seem to be operating the...
Hello,
I've got a strange problem. I have 2 textures that I would like to compare and output the minimum. So, I'm using the register combiners' mux operation, with a bias to 0.5:
tex2 - tex1 +...
Ahh, ok great! Thanks for the info!
- Q.
Thanks for your reply!
Yes, what you suggest above works - using DEPENDENT_AR_TEXTURE_2D_NV. But, according to the specs, there's the option to use conventional textures. Here's what it says: ...
Hello,
What are the advantages or disadvantages of using NV_register_combiners over ARB_texture_env_combine? What are the situations where one would decide to use one over the other? Is it that...
Hello,
I'm trying to use the pixel texturing function in NV_texture_shader. I'm trying to do something pretty basic - use the R and G channels of one texture as the texture coordinates for...