On Dec 1, 2004, at 4:37 PM, B. Bogart wrote:
All good reasons, what is the difference between a pbuffer and a texture? Part of the TOT project (of which pixelTANGO is a component) is corrective projection. Basically you calculate a 3D mesh to un-distort the image projected onto an irrefular surface. If we could render the window to a texture then we could apply this correction to the entire render window rather than only to the textures on objects.
...difference between pbuffer and texture isn't a whole lot...they're both graphic card memory/VRAM resident; pbuffers allow for floating point pixels, plus they're supposed to key into new accelerations on gpu's...basically, they're really the way to go for vertex/fragment shader render passes...
...as far as corrective projection, I did something like that several years ago with a theatre project: it was a weirdly shaped screen, and of course the projector was off angle...pretty neat how it worked out...
jamie