LOLThanks for the detailed list of ideas, Cyberman
I've noticed that the bugs in the code are mostly in the OGL implementation.As for the FBO idea, I see several possible things to come out of it. Only issue, like you explained, is, what actual use would the change make? One thing I can really see out of it is much simpler code, which could mean easier maintenance for this sort of thing (while the current OGL render to tex code is, IMO, quite inelegant, but maybe thats just due to how p-buffers are meant to be implemented, I guess)
That might be due to it's current structuring and use of p-buffers. I was a bit frustrated with how slow OpenGL changes (like this should have been in 1.4 or 1.3 not now) became accepted into the standard. However this may be due to Microsofts involvement in the comitee.
To answer your question, how do you implement rendering new textures using OpenGL without extensions or other fancy things that you have to find? That's the real question. I believe in DirectX this isn't a big deal.
It's not a big deal to add this later on in my view. It's just an improvement over the filtering selections for the textures right? (at least I think so).Those ideas for post-processing I brought up were just novelty things I thought about, and I agree that it doesn't really help out with what needs to be straightened out first, but to me, their more of a extra than a need....
Ehh that's the bread and butter of the plugin. I've got to do much the same I suppose. WEEE.I'll certainly have a look at the hi-res texture code to see exactly how the whole retexture thing operates, then I guess we can work from there....