[Mesa-dev] Question about texture copy with Mesa
Alexis Hétu
vergoroth at gmail.com
Sat Feb 19 12:27:20 PST 2011
Thanks. I already have an OpenGL path doing this, but since the original authors of the code I was looking at had disabled this on Mesa, I thought some limitation was preventing me from using the same code path. I'll double check if everything that is used in OpenGL is supported in Mesa.
Thanks again.
Le 2011-02-19 à 13:33, Kenneth Graunke <kenneth at whitecape.org> a écrit :
> On Friday, February 18, 2011 11:08:40 AM Alexis Hétu wrote:
>> Hi all,
>>
>> I have a small question : I'd like to feed the already rendered result of
>> my scene (which is "on screen" right now) into a texture sampler for the
>> rendering of another object. I think this could be achieved by doing
>> something like glReadPixels and then re-uploading that as a texture, but
>> this seems very inefficient to me. It there a better way of doing this ? Is
>> there a proper "MESA" way of doing this ?
>>
>> Thanks
>
> The typical way to achieve this is to change your program to render the scene
> into a FBO (framebuffer object) rather than to the screen. FBOs can be backed
> by textures, allowing you to easily sample the results. Or, if you don't need
> to sample (say, the depth buffer), you can also use a renderbuffer.
>
> To get the scene on screen again, you can either use glBlitFramebuffer (the
> screen is framebuffer 0), or just draw a full-screen quad with a simple shader
> that samples the FBO's color texture.
>
> Here's a short tutorial on FBOs:
> http://www.gamedev.net/page/resources/_//feature/fprogramming/opengl-frame-
> buffer-object-101-r2331
>
> Good luck!
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