Antialiasing Problems when using WGL_ARB_pbuffer

Hi all,

i render my scenes using WGL_ARB_pbuffer extensions, bind the pbuffer to texture,
and render texture again. This works pretty fine.

The bad thing is, that textures have to be
quadratic. If i want to have my rendered scene overlayed on a video frame (e.g. 320x200), i have to stretch the scene-buffer after rendering.

Now, if i’m using full-scene antialising (accum buffer) during scene rendering, the antialising effect will be destroyed a little bit when stretching.

How can i avoid this ?

You build a 512x256 texture and u render only in the 320x200 corner – afterwards with proper tex coords, you overlay only that corner. So, no strech.

[This message has been edited by dawn (edited 11-19-2003).]

Well, ok.

But what to do, if my video frame is 720x576 for example ? Defining a texture 1024x1024 ?

That would be not supported by all graphic cards :frowning:

http://oss.sgi.com/projects/ogl-sample/registry/NV/texture_rectangle.txt

And i guess that 1024x1024 is supported by all “normal” cards today.

[This message has been edited by dawn (edited 11-19-2003).]

Originally posted by Legolas:
[b]Well, ok.

But what to do, if my video frame is 720x576 for example ? Defining a texture 1024x1024 ?

That would be not supported by all graphic cards :-([/b]

So use more than one texture/pass.