1) I need to reuse parts of a single renderTexture as Textures, so I was wondering how can you do it in SFML?
(or do I actually have to code it in openGL? getTexture(sf::Rect) would be nice
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)
2) I also found a weird bug... or maybe it's just my GPU
Anyway, I'm basically multiplying the renderTexture over itself and shifting it every time upwards by 1, 2, 4, 8 and so on pixels. For some reason the renderTexture starts "banding" and multiplying itself much further and some weird artifacts appear:
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I've tried both shaders and just using BlendMultiply, but the effect perseveres.
But it might be just my GPU... laptop Intel GPUs are shit.
But if anyone knows a better and faster way to "bleed" or smear pixels, I would really appreciate if you'd tell me about it
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