![]() Ivec2 screenPos = ivec2(gl_FragCoord.xy) ![]() So basically I need to do 80 small draws when drawing a texture efficiently, and the input is oddly packed.Īnybody encountered something like this? Concepts or keywords to search for ? One could view the image as a single column of 80 images (128 x 80*128) wide though, but that would make the source and destination different in size. So the first 128x128 subimage occupies the first 12-13 lines of the image, the second 128x128 the next 12-13 lines etc. However due to limitations in the hardware device, the lines of each subimage are written in memory after each other. That is how the resulting image should look like. The image is 1280x1024, and internally subdivided into 128x128 images, so ten by eight. I only have to show it using opengl, so it would pay (performancewise) to do this using shaders. ![]() Since there is some opengl activity again, I have another issue lingering, this is more a feasability question.įrom a hardware device I get an image that is somewhat strangely coded.
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