Planning the Spontaneous

It's more than just a blueprint.

Renderer: Textures

Posted by Robert Chow on 22/11/2009

Carrying on with the Renderer library,the next function I decided to implement was textures.  To be able to render the scene to texture is a major function, and for this library is a must.  It is also a requirement to also be able to use those textures as part of a scene too.  I had not previously used vertex buffer objects with textures either, so it was also a good time to test this out, and make sure it worked.

I decided to demo a similar function to that previously, but also, adding in textures too.  This demo takes the random triangles, renders them to texture, and then redraws another scene, using the textures.

Renderer: Textures.  This scene is made up of 4 images, using the same texture generated from code very similar to that of the vertex buffer objects demo.

As you can see, the original scene has been manipulated in a way that it would be hard to recreate the scene displayed without first rendering to texture.  The texture size I used was 128 x 128, as was the viewport for when I first rendered the triangles.  This scene however, is of size 512 x 512.  The original texture is seen in the bottom-right hand corner, and all the other textures have been rotated and resized.  The largest of the textures, bottom-left, is slightly fuzzy – this is because it is twice the size of the original.

Renderer API

The way I have implemented the rendering to texture function on the API is not much different to rendering as normal.  It’s a simple case of:




Technically, rendering to texture will also render to the device context.  The main difference however, is that after rendering to the device context, the render to texture method takes in the parameters given, and will make a simple call to glCopyTexImage2D – as per normal when a client wishes to render to texture using OpenGL.  To save from code duplication, I have used the decorator pattern – the render to texture class “decorates” the original class.  In doing so, it means that I can set up texturing by first binding a texture, make the original call to render to device context, and then finish off by rendering to the bound texture.


One Response to “Renderer: Textures”

  1. […] to take the rendering to texture example, and slap that on a face which is on.  So that’s textures […]

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