0
votes
1answer
64 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 ...
0
votes
0answers
68 views

Rendering OpenGL to a specific scale [closed]

So I'm making a 2D game that I want to be able to change the window size. I plan on having the game being 4:3 and border any unused edges. Now the problem comes in that I need to take the current ...
1
vote
0answers
86 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 ...
0
votes
0answers
23 views

Unexpected behaviour with glFramebufferTexture1D

I am using render to texture concept with glFramebufferTexture1D. I am drawing a cube on non-default FBO with all the vertices as -1,1 (maximum) in X Y Z direction. Now i am setting viewport to X ...
1
vote
2answers
202 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 ...
2
votes
0answers
332 views

OpenGL problem with FBO integer texture and color attachment

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
403 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, ...