fbo
Scaling a texture with a Framebuffer
My goal is to be able to scale textures when they are loaded, so I don\'t have to do it on every frame the sprite gets rendered. I figured the best method would be to render the scaled texture onto an[详细]
2023-02-09 04:45 分类:问答Is it possible to attach the default renderbuffer to a FBO?
I\'m considering refactoring a large part of my rendering code and one question popped to mind: Is it possible to render to both the screen and to a texture using multiple color attachments in a Frame[详细]
2023-02-06 22:33 分类:问答Example for rendering with Cg to a offscreen frame buffer object
I would like to see an example of rendering with nVidia Cg to an offscreen frame buffer object. T开发者_开发问答he computers I have access to have graphic cards but no monitors (or X server). So I wa[详细]
2023-01-21 04:54 分类:问答Image Processing on GPU- sucessive shaders for filters - FBO
I\'m currently trying to implement in OpenGL image processing algorithms. I would like to successively use several shaders in order to perform several filters (Sobel Gaussian,...).[详细]
2023-01-06 11:00 分类:问答Retrieving FBO data in GLSL
I\'m trying to get MRT working in OpenGL to try out deferred rendering. Here\'s the situation as I understand it.[详细]
2023-01-02 23:57 分类:问答How can I successfully perform hidden line removal after pass through FBO?
I\'m trying to perform hidden line removal using polygon offset fill. The code works perfectly if I render directly to the window buffer but fails to draw the lines when passed through a FBO as shown[详细]
2022-12-25 10:12 分类:问答How do VBOs/FBOs/DisplayLists work in Haskell's OpenGl bindings?
Haskell is about computation by calculation of values. DisplayLists / FBOs / VBOs are very very stateful by nature. I.e. \"give me a display list /开发者_运维问答 buffer object\".[详细]
2022-12-20 02:29 分类:问答What is the best way to handle FBOs in OpenGL?
I wonder since a long time what would be the best way to handle OpenGL FrameBuffer Objects (FBO). Switching FBOs can be costly but defining new attachments too.[详细]
2022-12-18 21:57 分类:问答OpenGL frame buffer slow and spontaneously stalls. Can even cause a system crash when used extensively
Apparently frame buffers are fast and the best way to render offscreen to textures or to simply pre-create things.[详细]
2022-12-18 09:23 分类:问答Problem using FBO: Only first pass renders. A possible problem at setting render target back?
I have a huge problem with using FBO. I have a multi-pass display using FBOs and multitexturing. Everything seems to work fine until the end of first execution of display.[详细]
2022-12-13 22:37 分类:问答