Question #1:
You are, in OpenGL, able to write a rendered frame into a buffer that you would have direct access to, allowing you to save the bitmap information out to a file, correct? You know, save the rendered image as you would with a 3D modeling/animation App, instead of just being able to draw it to the screen buffer. Or do you just access the screen buffer and write that info out? Also, if you CAN save this info out, is there an absolute pixel limit on the size you may render out and save? are the only restrictions the available memory and the time you are willing to sit and wait?
Question 2:
Is there any way to coax more memory into the texture storage department? I don't care if it's painfully slow and the machine emits groaning noises and sparks.
I just pulled my implementation's limits and it said that I could use an image for texturing that was up to 2048 X 2048 pixels square. I am looking to get image information back out for print (as discussed in question 1), sometimes for large prints. Some of the textured surfaces are going to be right up in there a lot and I will need those images texturing the surfaces to be both large and as crisp as they looked going in. I feel that for my needs a texture of 2048 x 2048 may not suffice. Am I out of luck on a grand scale?
Any help on these two questions would be great.
thanks in advance,
Josh