FBO sample code posted

Sage
Posts: 1,232
Joined: 2002.10
Post: #1
The FBO demo shown at WWDC is now available as sample code.

It shows off a few different simple things you can do with render-to-texture.
Hopefully this is useful as "working code" to supplement the spec.
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Luminary
Posts: 5,143
Joined: 2002.04
Post: #2
Let me be the first to say.... Bunnies!!!!!!!

No, seriously, that's cool. Code looks intelligible for once, too Wink
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Member
Posts: 268
Joined: 2005.04
Post: #3
Argh! Where was this three weeks ago!

Very cool. Works well.
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Member
Posts: 440
Joined: 2002.09
Post: #4
A related question: I'm using AGL surface texture for my render-to-texture needs and although I will eventually implement an FBO path, I don't currently have hardware that supports FBOs. Is it worth implementing an AGL pbuffer path for OS X 10.3+? Or will surface textures suffice for non-FBO capable cards? The surface texture API isn't marked as deprecated (yet?) but I'm curious if there are any performance advantages to using the pbuffer API.
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Sage
Posts: 1,232
Joined: 2002.10
Post: #5
Surface texture still works fine, although future development will be focused on FBO. There shouldn't be any major performance difference between surface texure and pbuffer. Surface texturing also works with multisampling, which doesn't work with pbuffer (or FBO yet, though we're working on that.)
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Member
Posts: 440
Joined: 2002.09
Post: #6
Thanks for the info - I guess I'll skip pbuffers and go straight to FBO, keeping surface texture as the fallback.
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