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Fragment Shaders & GL_TEXTURE_RECTANGLE_EXT

Fragment Shaders & GL_TEXTURE_RECTANGLE_EXT

2004-01-15       - By Jeff Rehbein

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Reply:     1     2  

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?

-Jeff
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