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Slick Forums • View topic - [IDEA] Better texture handling / exposure

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PostPosted: Thu Mar 08, 2012 8:59 pm 
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PostPosted: Fri Mar 09, 2012 8:51 am 
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If it's not making anything worse why not? Go ahead and do it I say. As long as the end user does not need to handle anythin differently and still be able to use image.draw() or getSubImage() as expected I'm totally in for it.

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PostPosted: Sat Mar 10, 2012 4:49 am 
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My computer is still unable to use OpenGL 2.0 (believe me, it's painfully inconvenient), but if you can keep it from breaking on earlier hardware, I think it's good.

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PostPosted: Sat Mar 10, 2012 4:54 am 
Another plus is that wouldn't happen


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PostPosted: Sat Mar 10, 2012 10:07 am 
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I'd also say go for it, davedes.
You seem to be the most experienced in this area and your explanation sounds all reasonable.

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PostPosted: Tue Mar 20, 2012 8:25 am 
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Do we have a good way to handle FBO's/PBuffers? What I means is that we might want to give the developer an easy way to use an FBO for Post-Processing. Especially now where we have shaders (still using davedes version but you get my point).

Currently we have a FBOGraphics class which I don't really like. First of it takes an whole image... Imho a better way would be to just take the texture. Or even better have a C'Tor which just takes the width and height creating a new empty texture for us. Also I don't understand why bind and unbind are private in the current class :/

We might even want to abstract it so the dev can check on FBO or PBuffer and use what's supported?

Just some ideas I had :)

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PostPosted: Tue Mar 20, 2012 5:48 pm 
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