Rendering a higher resolution to a texture
by Ian Omroth Hardingham · in Torque 3D Professional · 02/02/2010 (10:10 am) · 3 replies
Hey guys.
My modified render pipeline with T3D is the following:
1. setActiveRenderTarget on a target I created and then allocated with allocRenderToTextureTarget
2. Render the canvas (ie, render everything)
3. pop the activeRenderTarget so I'm on the main render target again
4. Render the texture to the screen using a full screen shader effect
This works fine. However, I wish Torque to render the canvas at a higher resolution than it outputs to the screen at (I specifically want it to render at 1024x576, but output at 720x576). Could someone point me at how easiest to do this?
Thanks,
Ian
My modified render pipeline with T3D is the following:
1. setActiveRenderTarget on a target I created and then allocated with allocRenderToTextureTarget
2. Render the canvas (ie, render everything)
3. pop the activeRenderTarget so I'm on the main render target again
4. Render the texture to the screen using a full screen shader effect
This works fine. However, I wish Torque to render the canvas at a higher resolution than it outputs to the screen at (I specifically want it to render at 1024x576, but output at 720x576). Could someone point me at how easiest to do this?
Thanks,
Ian
About the author
Designer and lead programmer on Frozen Synapse, Frozen Endzone, and Determinance. Co-owner of Mode 7 Games.
#2
02/02/2010 (10:43 am)
ok fair enough - that really doesn't help me though, I think Torque handles weird resolutions and just goes to the next one.
#3
Your problem might be because AL, by default, already uses render targets to render. And these targets are created based on the window resolution, so they completely ignore the render target you created.
Either try using basic lighting (which I think should draw directly to the screen), or find out where the size of the AL target buffers are calculated so you can override them.
02/02/2010 (11:04 am)
Actually, 1024x576 is a valid render target. Advanced lighting, as example, uses multiple textures with the same resolution as your screen/window.Your problem might be because AL, by default, already uses render targets to render. And these targets are created based on the window resolution, so they completely ignore the render target you created.
Either try using basic lighting (which I think should draw directly to the screen), or find out where the size of the AL target buffers are calculated so you can override them.
Torque 3D Owner Marc Dreamora Schaerer
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