Jump to content


P-Buffers With RTT


4 replies to this topic

#1 MA-Mestre

    New Member

  • Members
  • PipPip
  • 14 posts

Posted 24 April 2005 - 01:41 PM

I use P-Buffer to reach a RTT as stated in certain some docs on nvidia developer center. No probs appear thru the implementation, but... ohhh, always the new texture appears inverted like bmp's format do. :dry: Any idea ?

Thanks.

#2 ravuya

    Member

  • Members
  • PipPip
  • 70 posts

Posted 24 April 2005 - 02:13 PM

Inverted colour-wise, or inverted as in upside-down?

#3 MA-Mestre

    New Member

  • Members
  • PipPip
  • 14 posts

Posted 24 April 2005 - 02:18 PM

upside down



Draw into p-buufer:

glBegin (GL_TRIANGLES);
glVertex3f (0.0f,5.0f,-15.0f);
glVertex3f (5.0f,-5.0f,-15.0f);
glVertex3f (-5.0f,-5.0f,-15.0f);
glEnd ();



Draw into Front Buffer

glEnable (GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, rtt.GetTexture());
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-5.0f,5.0f,-15.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-5.0f,-5.0f,-15.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(5.0f,5.0f,-15.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(5.0f,-5.0f,-15.0f);
glEnd();
glDisable(GL_TEXTURE_2D);

As u will see, the TexCoords are changed to show the texture correctly. Otherwise the texture appears upside-down.

#4 Reedbeta

    DevMaster Staff

  • Administrators
  • 5305 posts
  • LocationBellevue, WA

Posted 24 April 2005 - 05:29 PM

This is the natural way that textures work in OpenGL....their coordinate system has (0,0) on the bottom left and (1,1) on the top right. It is like a standard Cartesian coordinate system.
reedbeta.com - developer blog, OpenGL demos, and other projects

#5 MA-Mestre

    New Member

  • Members
  • PipPip
  • 14 posts

Posted 29 April 2005 - 01:19 PM

Thanks :wub:





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users