hushaojie04 / libgdx

Automatically exported from code.google.com/p/libgdx
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Support FBO of any size #699

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
Hi,

Seeing the discussion here: 
http://www.badlogicgames.com/forum/viewtopic.php?f=17&t=3131&start=30

Can FBOs be modified to use TextureRegion instead of Texture?

Currently on Android, FBO requires POTT. The way around this would be to create 
a POTT for the FBO and bind it to the specified region of width, height in the 
constructor.

Thanks.

Original issue reported on code.google.com by me.thc...@gmail.com on 9 Feb 2012 at 3:24

GoogleCodeExporter commented 9 years ago
AndroidApplication#init(), pass in true as the second parameter, you need 
OpenGL ES 2.0, while your app is using OpenGL ES 1.x, which needs POT textures. 
Enjoy.

Please try to resolve the issue on the forum first before you post a bug 
report. 

Original comment by badlogicgames on 9 Feb 2012 at 3:28

GoogleCodeExporter commented 9 years ago
This only allows Android to use NPOTT though. It doesn't solve any performance 
issues. POTT on Android should be a lot faster as with older cards on Desktop. 
This way you'd get the speed and the flexibility.

Original comment by me.thc...@gmail.com on 9 Feb 2012 at 3:47

GoogleCodeExporter commented 9 years ago
No, this doesn't just allow NPOT textures. It makes sure you can actually use 
the FBO extension among other things. 

I have no idea what you mean by "solving the performance issue" with POTT. 
There's nothing holding you back from using a POT texture for the FBO.

Again, please let us move this to the forum.

Original comment by badlogicgames on 9 Feb 2012 at 12:57