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Author Topic: How can I use OpenGL commands for drawing on RenderTexture?  (Read 2366 times)

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Latexi95

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How can I use OpenGL commands for drawing on RenderTexture?
« on: January 14, 2012, 06:44:38 pm »
I would like to use OpenGL commands for drawing on RenderTexture, but just calling RenderTexture::SetActive(true) doesn't seem to work. What am I doing wrong RenderTexture's Draw command works fine.
Code: [Select]
sf::RenderTexture texture;
texture.Create(400,300);
texture.SetActive(true);
glBegin(GL_LINES);
    glColor4ub(color.r,color.g,color.b,color.a);
    glVertex2f(x1,y1);
    glVertex2f(x2,y2);
glEnd();



Sorry about "bad English".

Elgan

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How can I use OpenGL commands for drawing on RenderTexture?
« Reply #1 on: January 14, 2012, 07:29:44 pm »
I think its more for drawing as you would normally with opengl. Then textures are for ..texture manipulation at a higher level.

Laurent

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How can I use OpenGL commands for drawing on RenderTexture?
« Reply #2 on: January 14, 2012, 07:53:56 pm »
You need to Clear() before drawing, and Display() after.

And does it work if you display a sprite or a shape in your render-texture?
Laurent Gomila - SFML developer

Latexi95

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How can I use OpenGL commands for drawing on RenderTexture?
« Reply #3 on: January 14, 2012, 11:20:26 pm »
Quote from: "Laurent"
You need to Clear() before drawing, and Display() after.

And does it work if you display a sprite or a shape in your render-texture?

I used Clear and Display().
I think my matrices or something "OpenGL think" is incorrect because drawing after using RenderTexture::Draw() works fine. So how could I apply RenderTexture's View? ApplyCurrentView is private member.  :?

Thank you for helping me.

Edit:
I solved that problem.  :)

Laurent

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How can I use OpenGL commands for drawing on RenderTexture?
« Reply #4 on: January 15, 2012, 09:43:26 am »
Quote
I solved that problem

How?
Laurent Gomila - SFML developer

sNIk

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How can I use OpenGL commands for drawing on RenderTexture?
« Reply #5 on: January 24, 2012, 05:12:32 pm »
Quote from: "Laurent"
Quote
I solved that problem

How?


i think he used glViewport(0,0,width,height). i had a similiar issue these days and could solve it by updating the opengl viewport before drawing to a texture.
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