  | |  | Fragment Shaders & GL_TEXTURE_RECTANGLE_EXT | Fragment Shaders & GL_TEXTURE_RECTANGLE_EXT 2004-01-15 - By Jeff Rehbein
Back On Wednesday, January 14, 2004, at 11:49 PM, Brad Anderson wrote:
> This should be a quick question: > Do fragment shaders that work on textures work when the texture is > defined as a GL_TEXTURE_RECTANGLE_EXT? > > Basically, There are these textures that are not powers of two and the > fragment shader only loads black when these textures are > GL_TEXTURE_RECTANGLE_EXT. > > shouldn't GL_TEXTURE_RECTANGLE_EXT work like GL_TEXTURE_2D? Granted, > the texture coordinates are the texture size instead of unitized, but > that aside... > > it will just be a pain in the butt to break the texture into > individual textures of size 256/512. > > Anyway, thanks! Please reply to this account and the list. > brad anderson >
It works, but you are required to change the last parameter of your TEX instruction from 2D to RECT. In other words, you need a separate version of the shader for each texture target. Wonderful, no?
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