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Graphics > OpenGL 3D API > Re: Textures
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Re: Textures

by Paul Geisler <paul.geisler@[EMAIL PROTECTED] > Jun 27, 2008 at 02:11 AM

Just bind your texture, and render to another one channel texture with a
simple fragment program (GLSL). You can to this with the frame buffer
object (in a very complicated way, initalization may take one screen...).

Maybe it is even possible to just select the channel to draw and do it
without GLSL, but i deosn't have complete picture on this one.



Btw. do you know a way how to re-use texture data as vertex data without
pulling it out the graphics ram?



sid schrieb:
> I have a texture of size width*height in format GL_RGBA, which I use
> to store vertex data (x,y,z,w) for each vertex. I have width*height
> number of vertices. Now I want to create a buffer which will store the
> x value of each vertex from the texture.
> I want this to be done on the gpu only. Is there any way to do this ?
 




 2 Posts in Topic:
Textures
sid <siddharthdeokar@[  2008-06-10 12:35:33 
Re: Textures
Paul Geisler <paul.gei  2008-06-27 02:11:00 

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tan12V112 Fri Nov 21 7:24:15 CST 2008.