Downsampling a Render Target Texture
by Lorne McIntosh · in Technical Issues · 12/17/2008 (2:06 am) · 2 replies
EDIT: moved to
www.garagegames.com/mg/forums/result.thread.php?qt=81704
www.garagegames.com/mg/forums/result.thread.php?qt=81704
About the author
Ubiq Visuals is a software and creative content developer for the entertainment industry. Our vision is to provide inspiration and the tools for soon-to-be game designers and creative minds of all ages.
#2
Okay, it's here now:
www.garagegames.com/mg/forums/result.thread.php?qt=81704
12/17/2008 (2:24 pm)
Whoops, I'll move it now.Okay, it's here now:
www.garagegames.com/mg/forums/result.thread.php?qt=81704
Associate Tom Spilman
Sickhead Games
Writing a shader to do the downsample isn't that crazy of an idea as often you want some specialized filtering.
Still if you do a little digging in the code you'll find a few places that use StretchRect...
GFXD3D9TextureObject::readBackBuffer()
GFXD3D9TextureTarget::deactivate()
GFXPCD3D9Device::copyBBToSfxBuff()
It seems that readBackBuffer() was originally intended to do downsampling, but it was never finished... i would start there.