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seen Aug 24 '10 at 13:36

Aug
24
comment Post processing texture sizes
Thanks! Totally forgot to specify texture coordinates separately. Not entirely sure how it's working - probably forgot to unbind some similar looking ones somewhere else. I think i've been thinking about this the wrong way. When using the 512x512 'texture target', I should be using glViewport with the actual screen dimensions, such that I end up rendering what would normally be displayed to the screen to the screen-sized chunk of the texture target. Then, I can use texture coordinates to properly bind that portion of the texture over the quad, leaving the unused part of the texture off screen.
Aug
23
awarded  Student
Aug
23
asked Post processing texture sizes