Subject says what I need to do…systematically do a vertical flip of everything in the framebuffer right before it is displayed onscreen.
Flipping just the geometry (glPixelZoom, etc.) will not work in this application (don’t ask).
Subject says what I need to do…systematically do a vertical flip of everything in the framebuffer right before it is displayed onscreen.
Flipping just the geometry (glPixelZoom, etc.) will not work in this application (don’t ask).
Hi
I would render it to a texture and then render a full screen quad with prober texture coordinates. You could either do a glCopySubTexImage or using the WGL_render_texture extension or perhaps the NV_texture_rectangle extension
Bye
ScottManDeath
if possible, you could render everything upside down as well… depends on the exact problem, but possibly is a solution as well…
or turn your screen upside down…
Scale the projection matrix with glScale(1,-1,1);
that might screw up some other calcs like fog, but as we cant ask you what its for, maybe that will help
Originally posted by Mazy:
[b]Scale the projection matrix with glScale(1,-1,1);
that might screw up some other calcs like fog, but as we cant ask you what its for, maybe that will help[/b]
this helps only, when you also reverse your backfaceculling function.
I don’t know if this solves your problem, but I just negate the FOV in gluPerspective(). Like so:
gluPerspective(-45.0, screenWidth/screenHeight, 1.0, 100.0);
Bode