GL texture problems
hverbeet at gmail.com
Mon Feb 13 17:41:41 CST 2006
On 13/02/06, Stefan Dösinger <stefandoesinger at gmx.at> wrote:
> I'm trying to change IWineD3DSurface::UnlockRect for rendertargets to avoid
> glDrawPixels. Instead, I'd like to load the image from memory into an OpenGL
> texture, and draw that texture with a textured quad onto the front / back
> The problem I have is that the texture(or better, the resulting image) only
> has a solid color: The color of the first pixel in the source memory. I've
> read the texture section of the GL programming guide, but I didn't find a
> solution. I've attached a patch with my changes.
> The reason why I want to make this change is that glDrawPixels and
> glReadPixels are horribly slow on radeon cards, they take a few secounds for
> a 1024x768 image. The current code doesn't work for the open source driver at
> any color depth(mesa software acceleration doesn't work eighter), and it's
> broken for some color depths with the fglrx driver.
I've only had a quick look, so I may have overlooked it, but were do
you bind the texture?
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