fbo
Trying To Render Scene To FBO Returns White
So this is what I\'m trying to do. I\'m trying to make a 2d game using LWJGL that has a dynamically generated terrain using images as tiles. It works fine, but when I try to do a zoom, the tiles get a[详细]
2023-04-03 22:41 分类:问答glGenFramebuffers or glGenFramebuffersEXT?
I\'m confused.To use the Framebuffer Object extension (FBO) in OpenGL 1.x on Windows, which of these do I use?:[详细]
2023-03-24 21:14 分类:问答FBOs are not working properly in OSX
I had this problem for some time, and I couldn\'t find a solution. Here I initialize the Framebuffer: //Initialize buffers[详细]
2023-03-24 09:55 分类:问答Can a GL_FLOAT texture be assigned to a FBO as a COLOR attachment?
For offscreen rendering to a texture, I\'m attaching at the attachment GL_COLOR_ATTACHMENT0 a texture defined by[详细]
2023-03-23 21:07 分类:问答Off-screen multiple render targets using Frame Buffer Object (FBO) or?
Situation: Generating N samples of a shape and corresponding edges (using Sobel filter or my own) with different transformations and rotations, while viewport (size=600*600) and camera remain constant[详细]
2023-03-09 02:00 分类:问答Frame Buffer Object (FBO) and Render & Depth Buffers Relation
I saw many examples on the web (for example) which do the following Create and Bind FBO Create and Bind BUFFERS (texture, render, depth, stencil)[详细]
2023-03-08 12:22 分类:问答Accessing Multiple FBO Textures in GLSL to create another texture
I created 4 textures and attach them to FBO, named fbo_texture0 - fbo_texture3. All of them are successfully created, as given by the following screenshot:[详细]
2023-03-01 12:41 分类:问答OpenGL out of memory error, large FBO
I\'m getting out of memory errors when creating a large (2^13) framebuffer object in PyOpenGL/PyQt: width = 8192[详细]
2023-03-01 00:21 分类:问答Is it faster to bind 2 textures to one or two FBO?
I want to to run several shaders one after the o开发者_如何学Pythonther (mostly image processing), the output of one being the input of the following. I wonder if there\'s a performance gain to use on[详细]
2023-02-17 18:43 分类:问答Is regeneration of MipMaps when using Render to Target via FBOs required?
Assuming mipmapping is desirable: I call glGenerateMipmapEXT(GL_TEXTURE_2D); when I first allocate the render target for my FBO.Do I have to call this again when I\'ve completed rendering to it to co[详细]
2023-02-16 08:56 分类:问答