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pbuffers [modified]

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  • X Offline
    X Offline
    XTAL256
    wrote on last edited by
    #1

    Hi, i posted a question a few days ago about using SwapBuffers(). Well what i want to do it draw an image, warp it (using a grid of points and texture mapping the image to quads at each point), then copy that image and repeat. In other words, i want to continually copy the screen and render it back to the screen. Now i was doing that just fine by rendering straight to the screen but someone told me i should use pbuffers with shared lists. So i am, but how would i do the above? Here is some psudocode of what i think i should do

    select pbuffer
    draw warped texture of image
    draw image on top of warped one // use GL_BLEND so the warped image can still be seen
    copy to texture

    Now how do i get that to the screen? Just draw a quad textured with the image to fill the screen? If that is the case, why do i need the pbuffer. I hope i have explained it well. Can anyone help EDIT: by the way, i can't render directly to a texture since my hardware doesn't support it. I have to render to a scene (off screen) then copy to texture -- modified at 21:05 Friday 1st June, 2007

    Customer in computer shop: "Can you copy the Internet onto this disk for me?"

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