Results 1 to 3 of 3

Thread: Some questions on windows, viewports and buffers....

  1. #1
    Member Newbie
    Join Date
    Sep 2001
    Posts
    40

    Some questions on windows, viewports and buffers....

    I'd like to know....is the 2D position specified in glReadPixels() or glViewport() defined wrt the origin at lower-left corner of the window's client area?
    As for the case of exclusive full-screen mode, is the origin at the lower-left corner of the screen?
    For that matter, I presume the frame buffer has the same dimensions as the window's client area?
    Does the front/back frame buffer each have its own color, depth and stencil buffers?
    What about the aux buffers? Do they also each have their own color, depth and stencil buffers?
    The accum color buffer...is there only 1 of this?

  2. #2
    Member Newbie
    Join Date
    Sep 2001
    Posts
    40

    Re: Some questions on windows, viewports and buffers....

    Oh, and 1 more question...are so-called "window coordinates" of the processed vertices(after viewport transformation in the OpenGL pipeline) defined wrt the lower-left corner of the viewport? (and *not*, as the name would imply, wrt the lower-left corner of the window...)

  3. #3
    Senior Member Regular Contributor
    Join Date
    Dec 1969
    Location
    Munich,Germany
    Posts
    227

    Re: Some questions on windows, viewports and buffers....

    2D coordinates are always defined from the lower-left corner of your viewport.

    the back buffer and front buffer store there diferent color values. there is one depthbuffer and one stencil buffer.

    bout aux and accum buffer i don't know, they are not supported on consumer hardware anyway

    Greetz
    Chris
    yes

Similar Threads

  1. General questions regarding persistently-mapped buffers
    By guitio2002 in forum OpenGL: Advanced Coding
    Replies: 7
    Last Post: 02-11-2018, 04:47 PM
  2. Replies: 0
    Last Post: 06-02-2009, 09:49 AM
  3. Accessing existing buffers (X-windows)
    By Alex Cope in forum OpenGL: Basic Coding
    Replies: 2
    Last Post: 11-19-2007, 07:22 AM
  4. Viewports, cameras, render targets and windows?
    By stodge in forum OpenGL: Basic Coding
    Replies: 3
    Last Post: 01-16-2007, 11:38 AM
  5. GLX Questions from a Windows Coder
    By imported_Asgard in forum OpenGL: Linux
    Replies: 1
    Last Post: 07-08-2002, 08:27 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Proudly hosted by Digital Ocean