I’m currently working on a render target implementation using a Frame
Buffer Object (FBO) , I’m running it on a Radeon X1650 which supports
the GL_ARB_texture_rectangle but not the
I have attached a texture to the FBO’s first color attachment point then
at a post processing step the texture is mapped to a full screen quad.
My problem is that using non power of 2 dimensions for the render
texture results in the rendering being extremely slow.
Could someone please tell me what the conventional way of handling non
power of two render targets is?
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Its GL_ARB_texture_rectangle extension for example. You don’t have to
use GL_TEXTURE_2D as texture parameter, but
GL_TEXTURE_RECTANGLE_ARB. This is nice way how to handle non power of
2 textures (well it has one disadvantage - coordinates of texture must
be in 0 - windowWidth and 0 - windowHeight instead of 0 - 1)
Thanks for the really quick reply, I’m trying to avoid using
1 I’m adding OpenGL support to an existing engine who’s higher level
framework already handles the post processing step and