Okay... I figured it out. Here's a working code example:
unsigned short mDisplayHeight = 1000;
unsigned short mDisplayWidth = 1600;
int mVideoFlags;
// Init SDL
...
Type: Posts; User: Necreia
Okay... I figured it out. Here's a working code example:
unsigned short mDisplayHeight = 1000;
unsigned short mDisplayWidth = 1600;
int mVideoFlags;
// Init SDL
...
Conceptually, that makes perfect sense. But it looks like I'm running into the same problem I had originally when I apply it. See here for an example. I manually set the second (intermediate) FBO...
Hmm, well-- this does still leave me with a question. How do I perform this sort of logic with different sized framebufferobjects? If I flip the intermediate Texture to 512x512, I can't get it to...
Good catch. After some tinkering and your direction, it now works. So that googlers can pull up a working example-- this works:
uint16 mDisplayHeight = 1000;
uint16 mDisplayWidth =...
I'm trying to render to a FrameBufferObject, and then render that to another FrameBufferObject. Since I couldn't get it working in my game engine, I ran out to the net and cobbled together a really...