Author Topic: Is it possible to render to a texture?  (Read 3082 times)

Offline Jubilex

  • byte
  • *
  • Posts: 6
    • View Profile
    • http://www.jubilex.dk
Is it possible to render to a texture?
« on: March 08, 2004, 11:30:08 am »
Is that possible?  And if so, how do I do it?

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 11776
    • View Profile
    • http://www.jpct.net
Is it possible to render to a texture?
« Reply #1 on: March 09, 2004, 05:13:05 pm »
Using the software or the hardware renderer? It's not possible by calling a method that does it or similar, but it's somehow possible to achieve it when using the software renderer (hence my question).

Jubile

  • Guest
Sorry.. hardware rendering.
« Reply #2 on: March 09, 2004, 09:32:14 pm »
I'm trying to make a small game (based on your FPS demo) and hence I'm using OpenGL.. the software rendering is not fast enough IMHO..

BTW: I have a little problem. I have an arena positioned inside a sphere. The problem is the lighting of the sphere looks very odd. The bottom is completely lit and so is a strip down one of the sides.

Perhaps I could send you some code so that you can see the problem?

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 11776
    • View Profile
    • http://www.jpct.net
Re: Sorry.. hardware rendering.
« Reply #3 on: March 09, 2004, 10:50:10 pm »
Quote from: "Jubile"
BTW: I have a little problem. I have an arena positioned inside a sphere. The problem is the lighting of the sphere looks very odd. The bottom is completely lit and so is a strip down one of the sides.
Maybe the light is discarded before reaching the sphere. If you based you work on the fps-example, this is very likely to happen, because the example modifies the discard distance. Have a look at Config.lightDiscardDistance...maybe it helps. Keep in mind that performance will decrease the higher this value is set. How much depends on your polycount.
About the render-to-texture: If you are using OpenGL, this is not really possible. It could be done if the rendering to a texture happens only once or at least very seldom, but for frequent updates, there's no way ATM.

Offline Jubilex

  • byte
  • *
  • Posts: 6
    • View Profile
    • http://www.jubilex.dk
Damn, I'm just being stupid..
« Reply #4 on: March 09, 2004, 11:29:10 pm »
The lighting problem was a Bug No. 40 (a.ka. the failure is approx. 40 cm from the screen). I used the stamp tool in photoshop to make the texture and probably couldn't see the entire texture when i made it and didn't think about  that. So the texture was white at bottom and at the right side.. well.. problem solved.
I have looked a lot at your fps example and right now I am refactoring it into several smaller classes. I think it is easier to work with. Also made a small class to write text to the screen. Found a complete font on the net.
When I get a little further I would be willing to share the source. Maybe someone could use it. I have removed all the software rendering though as I will not be using that.

Best regards and good night :-D