laweya
02-04-2008, 05:29 AM
I'm currently working on a render target implementation using a Frame Buffer Object (FBO) , I'm running it on a Radeon X1650 which supports the GL_ARB_texture_rectangle but not the GL_ARB_texture_non_power_of_two extension.
I have attached a texture to the FBO's first color attachment point then at a post processing step the texture is mapped to a full screen quad. My problem is that using non power of 2 dimensions for the render texture results in the rendering being extremely slow.
Could someone please tell me what the conventional way of handling non power of two render targets is?
I have attached a texture to the FBO's first color attachment point then at a post processing step the texture is mapped to a full screen quad. My problem is that using non power of 2 dimensions for the render texture results in the rendering being extremely slow.
Could someone please tell me what the conventional way of handling non power of two render targets is?