shader error, too many texture loads

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omaremad
Competition winner
Posts: 1027
Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt

Post by omaremad »

I think its impossible with the old extension irrlicht uses ( the glcopy2x) i cant rember the excat name

However i just seeen a new extension added via ARB in 2001 called ARB_Render_target, it claims to be faster and it had other stuff like more effcient memory management or something

Hoever i couldnt find anywhere in the doc that it said it could RTT non power of 2
esaptonor
Posts: 145
Joined: Sat May 06, 2006 11:59 pm

Post by esaptonor »

so back to the problem...;)

if its not the RTTing thats at fault, does anyone have an idea why the edges of stuff is all blocky when i am using the post process filter?
Ico
Posts: 289
Joined: Tue Aug 22, 2006 11:35 pm

Post by Ico »

Should be easy to test. Just create a windowed app and set the window size to a power of 2. Then the blockyness should be gone (in the case the RTT has something to do with it).

And something else: As far as I remember the shader object your (and my) code is based on uses a fixed 640x480 rtt texture. Maybe you haven't changed this and you're using a higher resolution display window?
esaptonor
Posts: 145
Joined: Sat May 06, 2006 11:59 pm

Post by esaptonor »

if the window is set to a power of 2 and the filters are also the blockyness is reduced, which is good. But most applications don't run at a power of 2, so if that is the only way to fix the blockyness that is a little sad.
gfxstyler
Posts: 222
Joined: Tue Apr 18, 2006 11:47 pm

Post by gfxstyler »

someone posted a fix for render-to-texture that allows bigger render-targets as the viewport, do you think the problem will now be solved?

take a look at open-discussions for the fix
esaptonor
Posts: 145
Joined: Sat May 06, 2006 11:59 pm

Post by esaptonor »

yeah, code snippets, but unfortunatly for me its an opengl patch, and my HDR uses HLSL and directx so i can not test it :(
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