Game Development Community

An image buffer?

by Tim "Zear" Hammock · in Torque Game Engine · 02/12/2002 (4:57 pm) · 4 replies

Can anyone point me in the right direction as far as creating a temporary image buffer? Essentially, I need to draw a component (gui) then alter the image after the fact, THEN draw that to screen. So I need a way to draw using GL to a bitmap, or something similar. I know I'm not even stating this in the right terms, but I hope the point is clear enough. Anyone?

#1
02/12/2002 (5:50 pm)
Tim Im sure this is what would help you best
developer.nvidia.com/view.asp?IO=PBuffers_for_OffScreen

a good article there on getting this accomplished
#2
02/13/2002 (11:45 am)
You also might want to look into rendering into a texture, which is supported by many (but not all) cards out there.

I think the basic procedure is to either use the p-buffer extenstion (which is only on NVIDIA cards, AFAIK) or to draw to the back-buffer, then to use glCopyTexSubImage2D. I found a bunch of threads on this at www.opengl.org/developers/forums/index.html which is a great place to go with OpenGL questions.

Josh
#3
02/13/2002 (1:14 pm)
I was pretty sure that these extensions :
WGL_ARB_pbuffer, WGL_ARB_pixel_format , WGL_ARB_render_texture
are available on other driver implementations as well ..
and these are all that is required for the pBuffer
(notice they are not tagged with NV)

is this not correct?
#4
02/13/2002 (2:11 pm)
WGL is a Win32 OpenGL extension, all the extension prefix's are listed at:
www.opengl.org/developers/code/features/OGLextensions/OGLextensions.html