Horde3D

Next-Generation Graphics Engine
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PostPosted: 18.02.2012, 12:37 
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Joined: 08.06.2010, 14:17
Posts: 63
I'm working on a little experimental texture painting program.
http://www.youtube.com/watch?v=haMfp641sHM

Horde works surprisingly well for this purpose, with one exception: I'm using a rendertarget to store each texture point's 3D position (similar to deferred lighting). This, unlike projection, allows for pixel-perfect seamless painting but this only works when the buffer is exact same size as the texture.
And that's my problem, I can't set buffer size inside the application, so i have to edit pipeline.xml to match size of the edited texture.

Is there some way to change buffer dimensions from inside the application? ResizePipelineBuffers changes all at once, including those i don't want resized.


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PostPosted: 18.02.2012, 13:07 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
One way would be to change the pipeline xml width to a dynamically created one with the new width and height settings and reload the pipeline resource. A more efficient one, may be the following (UNTESTED) patch.


Attachments:
File comment: Fixed ResHandle -> H3DRes
ResizeRenderbuffer.patch [3.05 KiB]
Downloaded 719 times
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PostPosted: 18.02.2012, 14:14 
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Joined: 08.06.2010, 14:17
Posts: 63
Wow, that was fast!

Works perfectly after small change
( replaced ResHandle with H3DRes in DLL void h3dResizePipelineBuffer( ResHandle pipeRes, int index, int width, int height ); otherwise it refused to compile)

Thanks for the help.


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PostPosted: 18.02.2012, 15:01 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
Thanks for the feedback, i replaced the patch with a fixed version


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