The frame-buffer tag has no usage guidance.
1
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0answers
26 views
How to attach a framebuffer to a whole cube map from a GL_TEXTURE_CUBE_MAP_ARRAY?
I'm trying to make shadow cube maps in an array. I want to draw each shadow map with a single pass using a geometry shader, which I read about here: ...
0
votes
0answers
15 views
How to use shader in order to render FBO lwjgl
I am making a 2D game and I want to make a light mask. So far i made a Frame Buffer where i hold my mask but I cannot apply the shader on it. When I don't use the shader the light map is drawn ...
1
vote
1answer
28 views
How do I store an FBO'S as a cube map?
As of late I've been trying to implement Cubemaps in my engine, and have managed to get the rendering side of them working. Currently, I'm trying to implement a function for creating them, but I ...
0
votes
1answer
46 views
How to make a triangle pixellated with GLFW?
How can one make a triangle look pixelated without modifying the size of the window in GLFW3?
Preferably, I'd like to accomplish this without the use of shaders. For example, by setting the size of ...
1
vote
0answers
23 views
OpenGL (lwjgl) Frame Buffer Object GL_COLOR_ATTACHMENT Not Being Written To
I am currently developing a deferred renderer for my game engine and I have to output multiple textures from my shader to my GBuffer.
I have been struggling with getting multiple outputs from the ...
0
votes
2answers
66 views
“Render” unsigned integer values to texture without clamping to [0,1]
I am trying to render to an unsigned integer texture, with a blending function enable, so that in the end, the value in each texel will be the number of objects rendered on the texel. So I assume I ...
0
votes
1answer
65 views
How to Render and Blend Multiple Frames to a Buffer in Unity?
I was wondering if anyone knew how to render multiple frames from a camera or texture to a buffer in Unity and to then blend them together? Is this possible? If so how would I go about doing so in ...
0
votes
1answer
95 views
wrongly scaled on cocos2dx 3.2 when render to multiple fbo (more > 1 deep)?
i have bug that only happen when retina flag disabled.
i try draw multiple render texture to achive some multi post effect:
so i have 3 render texture,
fbo 1 for final pos effect
fbo 2 for back ...
3
votes
1answer
128 views
OpenGL Framebuffer Object issue
I am struggling with implementing a proper Framebuffer Object .
glCheckFramebufferStatus is returning me:
GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT (36054).
What am i missing?
GLuint fbo, rboColor, ...
2
votes
0answers
119 views
OpenGL: Avoid geometry shader for cubemap framebuffer
I want to render an environment map into a cubemap framebuffer but I dislike the fact, that I have to use the geometry shader to set gl_Layer because the geometry shader would be a basic passthrough ...
0
votes
1answer
108 views
In Unity, how can I check if an input was made x seconds/frames ago?
I'm using the Rewired input plugin, and it comes with an input buffer. I enabled the buffer for my directional keys and airdash button so that the player doesn't have to hit both keys on the same ...
0
votes
2answers
1k views
Resizing a Framebuffer Object (ie: its attachments) on Screen Resize
I have been experimenting with some post-processing effects and I have been using FBOs to store stuff.
The problem is, I attempt to resize them when I change resolution. I get no errors, however the ...
1
vote
1answer
105 views
What's wrong with my method of getting intermediate rendering to my postprocessing shader?
I'm working on a project in OpenGL. Earlier this week, I successfully implemented Deferred Shading, but I'm not sure how to pass the information from the Deferred Shader to the Post Processing Shader. ...
2
votes
2answers
229 views
Render-to-texture doesn't work on nvidia cards. OpenGL 3.3
I've implemented some postprocessing effects (DOF, HDR, Bloom) into my engine. I've tested it on AMD card which supports OpenGL 4.2. Yesterday I've made a test on NVidia card which supports only ...
1
vote
1answer
767 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
367 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
511 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
376 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
2k 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
246 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
639 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
223 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 ...
4
votes
1answer
699 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
1k 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
3k 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 ...
2
votes
0answers
212 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
157 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
586 views
How to implement OpenGL triple buffering
I'm trying to implement the triple buffering described here ...
0
votes
1answer
3k 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
273 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
183 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
661 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
425 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
336 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 ...
6
votes
0answers
2k 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, ...
3
votes
2answers
3k 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, ...
6
votes
2answers
2k 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 ...