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Blitting to displaybuffer?

PostPosted: Jul 5, 2009 @ 8:01am
by sourcerer
Hi,
I read on 30daygame the following text:

"Edgelib does allow blitting to and from the display buffer which makes things a lot easier - if we are to do any sequel games it’s essential the engine is as perfect as it can be to avoid major issues later on."

This is something I've been looking for, could you provide more info, ie what functions I should look into, or is there a sample that does this?

Also what speeds could I expect on a 2G doing a full screen blit? (I know about dirty rectangles, but full screen is a good indicator for me)

Thanks,
Kaj

PostPosted: Jul 6, 2009 @ 1:56pm
by edge

PostPosted: Oct 14, 2009 @ 3:34am
by jrhee
Hi, would it be possible to use an E2DSurface uploaded to OpenGL in the below example? For example would it be possible to retrieve the texture ID of an uploaded E2DSurface and supply it to the fbo?

PostPosted: Oct 15, 2009 @ 1:13pm
by edge
Hi,

You can't access the surface texture ID directly, however you could bind it manually and retrieve the texture ID from OpenGL using glGetIntegerv and GL_TEXTURE_BINDING_2D.

I'm not sure if it works the way you expect though.