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Questions tagged [fbo]

The tag has no usage guidance.

4
votes
1answer
269 views

Only one object rendered to FBO for Shadow Map

I've been playing around with rendering shadow maps using FBOs in OpenGL. I set up a simple directional light in my engine and managed to get a shadow map rendered. My Scene is a big castle and the ...
3
votes
1answer
3k views

OpenGL Framebuffer Object issue

I am struggling with implementing a proper Framebuffer Object . glCheckFramebufferStatus is returning me: GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT (36054). What am i missing? ...
3
votes
1answer
836 views

unable to render to multiple textures

I'm trying to make an example of deferred rendering. I'm trying to render to three separate textures the position, the normal and the color. Here is the setup : ...
2
votes
1answer
310 views

OpenglGL Render two scenes with one draw call

I need to draw a normal-vector scene and default scene. I could achieve this my having two programs with different fragment shader to produce the following images. It will require me to draw twice. <...
2
votes
1answer
150 views

Opengl - Cascading Shadow Maps Implementation

after reading about CSM, I have a few questions about the implementation that I can't find the answer to. According to the wiki, an FBO can only take 1 depth attachment, so in order to render ...
1
vote
1answer
416 views

Can drawing to an FBO be done purely with a depth input texture, or do I also need a color attachment?

I am trying to implement Exponential Shadow Maps and I've got it almost working. The part I am stuck on is the "optional" separable Gaussian blur of the depth map to give soft-looking shadows. I am ...
1
vote
1answer
720 views

How to draw a mini map OpenGL & OpenGL ES?

I'm trying to draw a mini map. Succeeded to put current screen to smaller screen (mini map) via FBO. But I do not know how to make the mini screen brighter when hover. You can imagine that, the real ...
1
vote
0answers
30 views

How to update FBO's depth texture?

I have an FBO with only 16-bit depth attachment: glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, w, h, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, nullptr); I ...
1
vote
0answers
288 views

OpenGL ES 2.0 Framebuffer stays empty?

As first I want excuse me for opening another FBO question. I found alot of them but I still can not manage to get it working. I want to implement a framebuffer class for postprocesing in my 2D ...
0
votes
1answer
31 views

FBO lack of 3D Precision

I am trying to do some post processing on my 3d scene. When I render directly to the screen edges are sharp, however when I render my scene to an offscreen FBO then render that to a texture that is ...
0
votes
2answers
172 views

LWJGL Framebuffer Texture Problem

I am trying to get a terrain rendering system I wrote a while ago with LWJGL. This terrain rendering system is quite simple: a quad mesh is split as the camera moves closer to it, each time a new quad ...
0
votes
1answer
28 views

Convey screenspace bounding box of rendering result

Imagine I render to an FBO some arbitrary geometry. Geometry can be rendered via single or multiple draw calls. For the sake of the question, assume I know nothing about geometry or transformation ...
0
votes
0answers
125 views

OpenGL FBOs and rendering scene in layers

I have three different layers in which my scene is organized, meaning I can place different entities in different layers. The layers are rendered in order, let's call them LAYER_1, LAYER_2, and ...
0
votes
1answer
281 views

wrongly scaled on cocos2dx 3.2 when render to multiple fbo (more > 1 deep)?

i have bug that only happen when retina flag disabled. i try draw multiple render texture to achive some multi post effect: so i have 3 render texture, fbo 1 for final pos effect fbo 2 for back ...
0
votes
1answer
360 views

How to render specific FBO Texture attachment (assume attachment1) with 2 attached

Create FBO & its textures like normal. ...
-1
votes
0answers
149 views

Rendering FBO with depth information

OpengGL 4.5 with LWJGL For my particle system, I have billboards that are rendered to an off screen texture. This FBO contains texture information, multiple render targets, a depth texture and a ...