It means your application is rendering an image into some memory that in a subsequent rendering pass can be used as a texture.Is that one temp form during the whole rendering ?
It means your application is rendering an image into some memory that in a subsequent rendering pass can be used as a texture.
In a racing game you'd want to render the scene surrounding your cars into a cube map and then you can use this cube map as a texture to render reflections over cars
The advantage of this way is:
1. No need to do multi-rendering to save computation.
What else ?
For me, it is still like a trade off. The efforts on the texture sampling is increased.
Uhm, you like what exactly?Cool!!! I Like it!!:smile:
What do you mean by "no need to do multi-rendering"? Rendering to a texture obviously means another render pass on top of the one(s) to render the back buffer. However, RTT allows you to do things that are very hard to do without it. The alternative to dynamic RTT environment maps, for example, would be to raytrace the scene to get the reflection.The advantage of this way is:
1. No need to do multi-rendering to save computation.
What else ?
For me, it is still like a trade off. The efforts on the texture sampling is increased.
I meanWhat do you mean by "no need to do multi-rendering"? Rendering to a texture obviously means another render pass on top of the one(s) to render the back buffer. However, RTT allows you to do things that are very hard to do without it. The alternative to dynamic RTT environment maps, for example, would be to raytrace the scene to get the reflection.
It means your application is rendering an image into some memory that in a subsequent rendering pass can be used as a texture.
In a racing game you'd want to render the scene surrounding your cars into a cube map and then you can use this cube map as a texture to render reflections over cars
I mean in the racing game, if we do not render the scene surrounding my cars intoa a cube map and then use it as a texture, I would end up with rendering the scene eacn time when my car is moving ...
No, you still have to render the cube map each frame.