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Questions tagged [frame-buffer]

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1 vote
2 answers
117 views

My voxel renderer app fails to create a framebuffer object only during launch / initial window resize event. It is an ERROR: GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT ...
zachaz35's user avatar
0 votes
0 answers
288 views

I have to deal with a raw buffer representing some pixels, specifically the pixels crate. So far I am able to do some magic from the examples, however it is terribly bad when it comes to readability ...
AggelosT's user avatar
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0 answers
39 views

When rendering inside a FBO's texture, I'm not using glClear() but overwriting each fragment, GL_BLEND is set to true. This works just fine, but I just realised when my laptop switch to economy mode, ...
ebkgne's user avatar
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2 answers
904 views

I've created a depth texture in OpenGL (using C#) as follows: ...
Grimelios's user avatar
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0 votes
1 answer
405 views

Recently been trying to implement volumetric lighting. The alphaness texture comes out perfectly on Renderdoc, however a strange glitch occurs whenever I either try to directly render the texture ...
James Balajan's user avatar
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0 answers
118 views

I would like to pre-render horizon of large landscape to texture and than paste it as cylindrical screen around the camera (to accelerate rendering of distant details) Easiest would be make 8-gon ...
Prokop Hapala's user avatar
1 vote
1 answer
6k views

I am making my first foray into SDL. To do this, I would like to have direct access to the framebuffer on the window as a uint32_t *. This is because I have to pass ...
safsom's user avatar
  • 113
2 votes
2 answers
515 views

I currently have two framebuffers which are drawn using glBlitFramebuffer(0, 0, 1920, 1080, 0, 0, 1920, 1080, GL_COLOR_BUFFER_BIT, GL_NEAREST); But the ...
jjmcc's user avatar
  • 233
0 votes
3 answers
3k views

I am trying to add simple shadow mapping to my friends gles 2.0 app. It is based on gles 2.0 and PowerVR SDK. The problem I encounter is that FBO is not valid due to ...
Kacper Kleczewski's user avatar
0 votes
2 answers
1k views

I try to draw severeal Sprites to a FrameBuffer. The Sprites are PNGs with transparency. ...
kalidali's user avatar
  • 333
1 vote
1 answer
3k views

I am a newbie game developer. I am trying to find a right way to create my game loop. Consider following example. Simple Android Game I have a game with a simple gameplay - bouncing ball. I want ...
HelloMufecayo's user avatar
0 votes
1 answer
637 views

I have been trying to get myself refreshed on OpenGL ES. Whilst doing so, I had the following question in mind: Does OpenGL have any "caching" mechanism? For example: Let's say we draw a stationary ...
Unheilig's user avatar
  • 525
5 votes
1 answer
426 views

I have a framebuffer bound to 32-bit FP texture: ...
Lisur's user avatar
  • 73
2 votes
1 answer
1k views

I am trying to do hdr rendering with two shader programs: one simply draws a hdr texture on a fullscreen quad and the other one does tonemapping. I am trying either linear tonemapping ...
Alakanu's user avatar
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0 votes
1 answer
133 views

I am playing Starcraft2 and I am fascinated of how it is engineered. So lets say you played a 1v1 ranked game and you pumped 10 marines in the first 320 seconds. You'll get an achievement for that. I ...
Vlad's user avatar
  • 209
2 votes
1 answer
273 views

I thinking about rendering into single pixel (1x1) framebuffer. For example we have two triangles which covers whole NDC area, one is green second red. What color will be written to 1x1 framebuffer? ...
Kacper Kleczewski's user avatar
2 votes
1 answer
1k views

I'm trying to get to grips with the stencil buffer. Apart from setting up viewport, camera, etc, my OpenGL ES 2.0 initialisation code is: ...
user avatar
1 vote
1 answer
576 views

I'd like to write multiple values (not just the color and depth value) in one pass to avoid redundancy in vertex shader. Therefore, i attach multiple (let's say two) color buffers (e.g. textures) to a ...
J.P.S.'s user avatar
  • 111
1 vote
1 answer
1k views

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 ...
Yattabyte's user avatar
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2 votes
0 answers
633 views

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 ...
EpicM's user avatar
  • 31
0 votes
1 answer
1k views

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 ...
Ben BearFish's user avatar
3 votes
1 answer
5k views

I am struggling with implementing a proper Framebuffer Object . glCheckFramebufferStatus is returning me: GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT (36054). What am i missing? ...
Aspiring Game Dev's user avatar
0 votes
1 answer
2k views

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 ...
eternal's user avatar
  • 341
1 vote
1 answer
188 views

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. ...
Karim Abdel Hamid's user avatar
3 votes
1 answer
3k views

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 ...
Toun's user avatar
  • 458