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| visits | member for | 2 years, 9 months |
| seen | Aug 24 '10 at 13:36 | |
| stats | profile views | 3 |
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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. |
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Aug 23 |
awarded | Student |
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Aug 23 |
asked | Post processing texture sizes |