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Posted

Hi!

Seems like 'GetColorBuffer' isn't very good to use when rendering to a texture since it changes with the buffer even after you've used 'GetColorBuffer'. (Which also means that all the buffers I've used to render to texture probably doesn't get freed aswell)

I want a static function that saves the current state of the buffer, and doesn't change even if the buffer changes after the command.

Is there anything like this in LE? :)

Core2Duo, 3.33GHz, Radeon HD 5850 Black Edition, 4GB RAM, 4 TB HDD, Windows 7.

Core2Duo, 2.00GHz, Geforce 9500m, 4GB RAM, 320 GB HDD, Windows 7.

Posted

I've tried all logical ways of doing this, such as:

LoadTexture( GetColorBuffer( Buffer ) )

LoadTexture( Buffer )

LoadTexture( SaveBuffer( Buffer ) )

etc.

 

Still can't get the TTexture to "unlink" from the buffer.

Core2Duo, 3.33GHz, Radeon HD 5850 Black Edition, 4GB RAM, 4 TB HDD, Windows 7.

Core2Duo, 2.00GHz, Geforce 9500m, 4GB RAM, 320 GB HDD, Windows 7.

Posted

Dunno if i understood you correctly, but that is how i save the current backbuffer, when switching in pause mode:

TTexture TeLastRenderBeforePause = NULL;
TBuffer TempBuffer = CreateBuffer (GraphicsWidth (), GraphicsHeight (), BUFFER_COLOR0);
CopyBuffer (BackBuffer (), TempBuffer, BUFFER_COLOR0);
TexLastRenderBeforePause = GetColorBuffer (TempBuffer, 0);
FreeBuffer (TempBuffer);

(Win7 64bit) && (i7 3770K @ 3,5ghz) && (16gb DDR3 @ 1600mhz) && (Geforce660TI)

Posted

The problem might be that I can't free a buffer since I'm using BlitzMax.

There's no FreeBuffer command, so I just nullify it and hope for the best.

Core2Duo, 3.33GHz, Radeon HD 5850 Black Edition, 4GB RAM, 4 TB HDD, Windows 7.

Core2Duo, 2.00GHz, Geforce 9500m, 4GB RAM, 320 GB HDD, Windows 7.

Posted

But still, I want to be able to get a TTexture from a buffer, and then re-use the buffer without the TTexture changing.

Core2Duo, 3.33GHz, Radeon HD 5850 Black Edition, 4GB RAM, 4 TB HDD, Windows 7.

Core2Duo, 2.00GHz, Geforce 9500m, 4GB RAM, 320 GB HDD, Windows 7.

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