The frame-buffer tag has no wiki summary.
1
vote
1answer
104 views
Shadow map: depth texture always returns 0
I'm implementing a shadow map for the sun light in my voxel engine using a depth texture attached to a framebuffer. But when I sample the depth texture during the normal pass, the value returned is ...
-1
votes
3answers
78 views
Direct access to frame buffer pixels data
I'm trying to develop a 3d graphics engine, i use a framebuffer class which is of my own creation but the fps is too low, and i think it's because i use putpixel() function from winbgim library,
my ...
0
votes
1answer
80 views
OpenGL 3.3: render to framebuffer w/o depth attachment
I want to render my scene to a framebuffer and store the RGBA values in a texture. For this, I attach a texture to GL_COLOR_ATTACHMENT0. When I define a GL_DEPTH_ATTACHMENT texture as well, everything ...
0
votes
1answer
72 views
(LWJGL) Pixel Unpack Buffer Object is Disabled? (glTextImage2D)
I am trying to create a render target for my game so that I can re-render at a different screen size. But I am receiving the following error:
Exception in thread "main" ...
1
vote
1answer
285 views
Anti Aliasing: How to implement supersampling in OpenGL?
I'm learning OpenGL by working on a small Oculus Rift project, which implies, anti aliasing is everything :). Since the application of the barrel distortion shader requires rendering to a framebuffer ...
0
votes
1answer
52 views
Combine framebuffer-textures to default framebuffer
I know frame-buffers are not textures themselves, but they do contain a texture, given they are set up correctly, which I believe mine are, as:
(status == GL_FRAMEBUFFER_COMPLETE)
returns true.
...
0
votes
1answer
131 views
How to use FrameBuffer objects (OpenGL)
I want to draw a 2D scene and after the scene i want to draw some light effects.
When i draw some light, i create a FBO, draw in it and when finished with drawing, i want to create a texture where i ...
2
votes
0answers
85 views
OpenGL transparent framebuffer texture
I'm trying to implement atmospheric glow like this. It was a huge pain to get it done, since I'm new to FBO and OpenGL, but I managed to do something similar to what the OP wanted.
I followed his ...
3
votes
1answer
313 views
OpenGL FBO not being drawn to
In my project I'm trying to implement a deferred rendering system, problem is, I can't seem to get a second FBO to work.
UPDATE 1
Here is the FBO initialization code:
/// G-Buffer FBO
GLuint ...
1
vote
1answer
516 views
OpenGL FBO, render off screen and texture
I need to do some offscreen render to use the rendered image in something different from OpenGL context (for instance I need to use the image in a QListWidgetItem inside a Qt application). After ...
1
vote
0answers
708 views
Multiple Render Targets, Multiple Fragment Shaders
I render a normal and a depth image of a scene. Then I want to reuse these two images to do further texture/image processing in a second fragment shader. I use a framebuffer with 3 textures attached ...
0
votes
0answers
213 views
How are OpenGL ES 1 framebuffers and textures sized?
I am trying to draw to a texture using a framebuffer using OpenGL ES 1.1 on Android, Java. Afterwords I want to overlay this texture full-screen over my game. In theory, this works like a charm, but ...
2
votes
0answers
97 views
Writing to a D3DFMT_R32F render target clamps to 1
I'm currently implementing a picking system.
I render some objects in a frame buffer, which has a render target, which has the D3DFMT_R32F format.
For each mesh, I set an integer constant ...
1
vote
1answer
79 views
What is the purpose of bitdepth for the several components of the framebuffer in glfwWindowHint function of GLFW3?
I would like to know what are the following "framebuffer related hints" of GLFW3 function glfwWindowHint :
GLFW_RED_BITS
GLFW_GREEN_BITS
GLFW_BLUE_BITS
GLFW_ALPHA_BITS
GLFW_DEPTH_BITS
...
1
vote
0answers
345 views
How to implement OpenGL triple buffering
I'm trying to implement the triple buffering described here ...
0
votes
1answer
759 views
Rendering Texture Quad to Screen or FBO (OpenGL ES)
I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black.
(I am loading texture with image myself for ...
0
votes
1answer
134 views
Framebuffer formats with enhanced Alpha precision
I render some lines with alpha values into an FBO. Because I play a lot with alpha, I need the alpha channel to have more detail than RGBA8. For example, RGBA32F works like a charm.
As I have only a ...
4
votes
1answer
147 views
Problem of saturation of ram on XNA?
I developed a small xna games.
For some time I have a problem with the saturation of RAM. In fact everything works perfectly, the game runs with a "Frame" of 60fps. But strangely I do not know for ...
9
votes
1answer
338 views
Deferred decals normal problem
I've been working on a deferred decal system. So far I have finished the projection part, meaning I can click something in the scene and it will properly project a decal onto the surface of the ...
2
votes
0answers
240 views
glFramebufferTexture2D gives corruption with cube map textures
I am using glFramebufferTexture2D with cube map textures but it gives corruption in texture. draw_cube() function works perfectly when i draw that on default framebuffer.
GLenum ...
1
vote
2answers
245 views
Deferred rendering order?
There are some effects for which I must do multi-pass rendering. I've got the basics set up (FBO rendering etc.), but I'm trying to get my head around the most suitable setup. Here's what I'm ...
4
votes
0answers
888 views
OpenGL problem with FBO integer texture and color attachment [closed]
In my simple renderer, I have 2 FBOs one that contains diffuse, normals, instance ID and depth in that order and one that I use store the ssao result. The textures I use for the first FBO are RGB8, ...
2
votes
2answers
1k views
OpenGL : sluggish performance in extracting texture from GPU
I'm currently working on an algorithm which creates a texture within a render buffer. The operations are pretty complex, but for the GPU this is a simple task, done very quickly.
The problem is that, ...
5
votes
2answers
1k views
OpenGL 3.0+ framebuffer to texture/images
I need a way to capture what is rendered on screen, i have read about glReadPixels but it looks really slow.
Can you suggest a more efficient or just an alternative way for just copying what is ...