Hello,
I am using the back buffer to process some OpenGL textures.
When I define a viewport that is bigger than the display rectangle, any data
drawn outside of the display rectangle are lost. (eg. display window: 320,
200 / viewport: 512, 512 )
Is it an expected behavior ?
(using SDL 1.2 on Windows XP)
Thanks for any help,
Franck.
–
Jukka-Pekka Manninen
Tools Programmer
From: sdl-bounces@lists.libsdl.org [mailto:sdl-bounces at lists.libsdl.org] On Behalf Of soubok
Sent: 7. hein?kuuta 2009 18:29
To: sdl at lists.libsdl.org
Subject: [SDL] viewport bigger than display size issue
Hello,
I am using the back buffer to process some OpenGL textures.
When I define a viewport that is bigger than the display rectangle, any data drawn outside of the display rectangle are lost. (eg. display window: 320, 200 / viewport: 512, 512 )
Is it an expected behavior ?
(using SDL 1.2 on Windows XP)
Thanks for any help,
Franck.
Sorry about the previous; my excuse is that I’m at work and forced to
use Outlook.From: sdl-bounces@lists.libsdl.org [mailto:sdl-bounces at lists.libsdl.org]
On Behalf Of soubok
Subject: [SDL] viewport bigger than display size issue
Hello,
I am using the back buffer to process some OpenGL textures.
When I define a viewport that is bigger than the display rectangle,
any data
drawn outside of the display rectangle are lost. (eg. display window:
320, 200
viewport: 512, 512 )
Is it an expected behavior ?
Yes. You can’t paint where there’s no canvas, or in this case, back
buffer.
You’ll have to render your textures in chunks that fit into the window,
or use one of the off-screen
buffer options. (pbuffer, PBOs, whatever-there-are…)
–
Jukka-Pekka Manninen