Tag Info

New answers tagged

1

This is probably the issue: https://www.opengl.org/wiki/Framebuffer_Object#Feedback_Loops Using a texture that is currently bound to an FBO that is current bound as the rendering target is undefined. You must unbind the FBO before using the texture. You can leave the texture bound to the FBO so long as the FBO itself is unbound. You need to bind a 2nd FBO ...


1

Check if you have mipmaps enabled on the texture samplers ( GL_LINEAR_MIPMAP_LINEAR, etc ). If the texture is incomplete (only 1 mipmap level is rendered to by the FBO at a time) and mipmaps are enabled on the sampler you'll get white textures. Switch to GL_LINEAR or GL_NEAREST set GL_TEXTURE_MAX_LEVEL​ to 0 so it only use the first mipmap (same as no ...


9

I understand that having the same "size" each attachment can be aligned better, but practically speaking is it better to waste channels (or reserve them for future use) and having all the RTs of the same size or I should use just what needed? Having a 32bit aligned Render Targets is better, even if it means "wasting" some memory. This will be much ...



Top 50 recent answers are included