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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

#1
02/02/2010 (10:42 am)
you can not render at 1024x576, thats no valid texture format.
#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
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.