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glPixelZoom darkens pixel values
Hi all, strange things are happening on my machine:
When using glPixelZoom(2, 2) "darkens" the pixels written in the
output buffer. The solution to solve it is to:
- bind texture with a texture magnify filter set to nearest
- disable the texture (glDisable (GL_TEXTURE_2D))
before the call to glPixelZoom is made.
To me, it looks like a bug to the OpenGL driver. AFAIK, the
glPixelZoom shouldn't be affected in anyway by texturing operations...
I'm running my program on the nvidia linux 180.60 drivers.
Regards, Tom
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Tom
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6/26/2009 2:07:36 PM |
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On Jun 26, 4:07=A0pm, Tom Burger <t.bur...@mimicmedia.nl> wrote:
> AFAIK, the glPixelZoom shouldn't be affected in anyway by
> texturing operations...
>
Yes it is....
See the man page for glDrawPixels, mine says:
"Texture mapping, fog, and all the fragment
operations are applied before the fragments
are written to the frame buffer."
--
<\___/>
/ O O \
\_____/ FTB.
http://www.topaz3d.com/ - New 3D editor for real time simulation
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fungus
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6/26/2009 2:23:17 PM
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> > AFAIK, the glPixelZoom shouldn't be affected in anyway by
> > texturing operations...
> Yes it is....
Tnx for noticing, wouldn't expect it at all! Doesn't seem to make
sense at first glance.
- Tom
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Tom
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6/27/2009 8:04:24 AM
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