View Full Version : Pbuffer
12-01-2002, 11:36 PM
does anybody know or want to explain the basics of pbuffers?
basically im trying to render to a texture.. and will utilize that to do a distortion effect... (kinda metroid prime-ish)
Im really struggling with handling all the framebuffer stuff.. i kinda just put in all that code without thinking about it to get the scene ready up till now...
Sorry if i sound lame
12-02-2002, 02:48 AM
Its just like a 'spare' buffer. So you can hardware (card etc dependant) accell render to it and the play with it and do whatever you fancy with it really.
12-02-2002, 02:56 AM
:-) cool.. i guess understand the concept fairly well i suppose.... the trouble is trying to implement it.. im completely clueless as to creating the pbuffer binding it and then being able to store that as a texture.
12-02-2002, 06:13 AM
You may want to look at my "Render to texture" project...
12-02-2002, 07:08 AM
wow there is a lot of code to that tutorial.. i'll try to manage my way through that.. Though im not sure what in there is applicable to my situation... i just need to get the scene into a texture... I know what to do w/ the rest.. it'd also be nice to avoid the wgl stuff and make it as simple as possible... however that may be asking a little much :-p
[This message has been edited by Kent767 (edited 12-02-2002).]
12-02-2002, 07:16 AM
Sorry, but if you are using windows, the only way to create a pbuffer is to use wgl. The extension is WGL_ARB_pbuffer after all.
12-02-2002, 09:00 AM
yeah i see.. sorry if i sound too pushy... i guess im just having trouble creating the framebuffer and mapping that to a texture.. in a quick one time use way.. minimal classes etc...
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