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Questions tagged [frame-buffer]

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0
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1answer
43 views

Texture Glitches When Drawn to Quad

Recently been trying to implement volumetric lighting. The alphaness texture comes out perfectly on Renderdoc, however a strange glitch occurs whenever I either try to directly render the texture ...
1
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0answers
25 views

Problem generating multiple shadow maps in a loop

I've successfully implemented shadow mapping for a specific direction as you can see in the image below: Now I want to do omnidirectional shadow mapping but without using a cube map. My first step ...
0
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0answers
39 views

offset texture attached to frameBuffer to render panorama

I would like to pre-render horizon of large landscape to texture and than paste it as cylindrical screen around the camera (to accelerate rendering of distant details) Easiest would be make 8-gon ...
0
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0answers
89 views

Performance comparison of reading Depth Buffer or texture in fragment shader

My requirement is to render per pixel data (say pixel transparency) to some buffer (say render pass 1) and then render a shape using the per pixel lighting rendered in shape 1. I can use depth buffer ...
0
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1answer
100 views

Render to cubemap wrong Y values

I'm currently trying to render to a cubemap in order to blur it. However the top and bottom faces appear much closer than they should be in the blurred version. I thought the problem came from my ...
1
vote
1answer
1k views

How to get access to framebuffer as a uint32_t * in SDL2?

I am making my first foray into SDL. To do this, I would like to have direct access to the framebuffer on the window as a uint32_t *. This is because I have to pass ...
2
votes
2answers
439 views

How do multiple render targets get rendered onto the back buffer(s) then screen?

I'm using DX11. I understand how render targets are created, set, and why they are used, but I am really unsure how this all plays together with presenting it to the screen. Does the GPU ...
1
vote
2answers
108 views

How can I position framebuffer objects on the screen in OpenGL?

I currently have two framebuffers which are drawn using glBlitFramebuffer(0, 0, 1920, 1080, 0, 0, 1920, 1080, GL_COLOR_BUFFER_BIT, GL_NEAREST); But the ...
1
vote
1answer
201 views

Render 2D texture on the cube texture at given location

I would like to simulate a moving sun on the sky. What I have managed to do so far is calculating the exact location of the sun, that is the 3D direction vector from the camera's position in the world ...
0
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3answers
784 views

OpenGL ES 2.0 Shadow Mapping - depth only FBO not working due to GL_FRAMEBUFFER_INCOMPLETE_ATTACHMEN

I am trying to add simple shadow mapping to my friends gles 2.0 app. It is based on gles 2.0 and PowerVR SDK. The problem I encounter is that FBO is not valid due to ...
1
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0answers
201 views

LibGDX Shader does not work with FBO texture

I have a shader and I want to run the shader on the whole rendered image at the end instead of each individual sprite that I render on screen. For this purpose I created an FBO, I render the all my ...
0
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2answers
480 views

LibGDX FrameBuffer no Transparency when drawing

I try to draw severeal Sprites to a FrameBuffer. The Sprites are PNGs with transparency. ...
1
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2answers
228 views

Can I create custom framebuffer and render to it in cocos2dx?

I want to do post processing effects so I was thinking If I could just make custom framebuffer in cocos2dx like OpenGL and render the ALL SCENES objects in it. I want a single frame buffer for all ...
1
vote
1answer
784 views

Game Loop delay the right way and game speed

I am a newbie game developer. I am trying to find a right way to create my game loop. Consider following example. Simple Android Game I have a game with a simple gameplay - bouncing ball. I want ...
1
vote
1answer
2k views

Get a camera's frame-buffer in Unity [duplicate]

Is there a way to "record" the display of a camera instead of rendering it on screen? For example, if I want to stream a camera's frame block to an external application.
0
votes
1answer
217 views

OpenGL Regarding Frame/Buffer Caching

I have been trying to get myself refreshed on OpenGL ES. Whilst doing so, I had the following question in mind: Does OpenGL have any "caching" mechanism? For example: Let's say we draw a stationary ...
0
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1answer
127 views

glClearBuffer takes 1 second on a Geforce 9500GT

These 2 lines (in C# using OpenTK) seem to cause 1 second lag every frame on a machine with a Geforce 9500 GT ...
5
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1answer
159 views

Best way to initialize values on 32-bit FP framebuffer in OpenGL

I have a framebuffer bound to 32-bit FP texture: ...
1
vote
1answer
333 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
615 views

Opentk hdr rendering with framebuffer white screen problem

I am trying to do hdr rendering with two shader programs: one simply draws a hdr texture on a fullscreen quad and the other one does tonemapping. I am trying either linear tonemapping ...
-1
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1answer
233 views

FRAMEBUFFER_UNSUPORTED (0x8cdd)

I've tried to implement bloom following this tutorial. But everytime I get the framebuffer object error 0x8cdd, which I believe means FRAMEBUFFER_UNSUPORTED. I'm pretty sure the problem occures ...
0
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1answer
66 views

Achievements system like in Starcraft2

I am playing Starcraft2 and I am fascinated of how it is engineered. So lets say you played a 1v1 ranked game and you pumped 10 marines in the first 320 seconds. You'll get an achievement for that. I ...
1
vote
1answer
1k views

OpenGL/SDL2 How to resize the render area with the window?

After calling SDL_SetWindowSize, the area being rendered to doesn't change with the window, so if the window gets bigger, it leaves a black area on the top and ...
2
votes
1answer
111 views

How to determine what color will be written into single pixel framebuffer?

I thinking about rendering into single pixel (1x1) framebuffer. For example we have two triangles which covers whole NDC area, one is green second red. What color will be written to 1x1 framebuffer? ...
2
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1answer
682 views

Render scene depth to texture via FBO?

I'm trying to render my scene's depth via FBO and Render To Texture. I have a scene that I'm rendering to a texture, then render that texture to a fullscreen quad in a second pass using a fragment ...
2
votes
1answer
907 views

Stencil Buffer not working as expected in OpenGL ES 2.0 (Android)

I'm trying to get to grips with the stencil buffer. Apart from setting up viewport, camera, etc, my OpenGL ES 2.0 initialisation code is: ...
0
votes
1answer
287 views

How to use default framebuffer's depth/stencil when rendering to a texture?

Is it possible to use the default framebuffer depth buffer when rendering to a texture (instead of using a depth texture)? The Idea is to continue to render part of the scene normally but on a ...
1
vote
1answer
224 views

GLES multiple output buffers

I'd like to write multiple values (not just the color and depth value) in one pass to avoid redundancy in vertex shader. Therefore, i attach multiple (let's say two) color buffers (e.g. textures) to a ...
4
votes
1answer
876 views

How to attach a framebuffer to a whole cube map from a GL_TEXTURE_CUBE_MAP_ARRAY?

I'm trying to make shadow cube maps in an array. I want to draw each shadow map with a single pass using a geometry shader, which I read about here: https://stackoverflow.com/questions/462721/...
1
vote
1answer
655 views

How do I store an FBO'S as a cube map?

As of late I've been trying to implement Cubemaps in my engine, and have managed to get the rendering side of them working. Currently, I'm trying to implement a function for creating them, but I ...
0
votes
1answer
143 views

How to make a triangle pixellated with GLFW?

How can one make a triangle look pixelated without modifying the size of the window in GLFW3? Preferably, I'd like to accomplish this without the use of shaders. For example, by setting the size of ...
2
votes
0answers
437 views

OpenGL (lwjgl) Frame Buffer Object GL_COLOR_ATTACHMENT Not Being Written To

I am currently developing a deferred renderer for my game engine and I have to output multiple textures from my shader to my GBuffer. I have been struggling with getting multiple outputs from the ...
0
votes
2answers
563 views

“Render” unsigned integer values to texture without clamping to [0,1]

I am trying to render to an unsigned integer texture, with a blending function enable, so that in the end, the value in each texel will be the number of objects rendered on the texel. So I assume I ...
0
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1answer
853 views

How to Render and Blend Multiple Frames to a Buffer in Unity?

I was wondering if anyone knew how to render multiple frames from a camera or texture to a buffer in Unity and to then blend them together? Is this possible? If so how would I go about doing so in ...
0
votes
1answer
282 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 ...
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? ...
2
votes
0answers
304 views

OpenGL: Avoid geometry shader for cubemap framebuffer

I want to render an environment map into a cubemap framebuffer but I dislike the fact, that I have to use the geometry shader to set gl_Layer because the geometry ...
0
votes
1answer
1k views

In Unity, how can I check if an input was made x seconds/frames ago?

I'm using the Rewired input plugin, and it comes with an input buffer. I enabled the buffer for my directional keys and airdash button so that the player doesn't have to hit both keys on the same ...
1
vote
2answers
8k views

Resizing a Framebuffer Object (ie: its attachments) on Screen Resize

I have been experimenting with some post-processing effects and I have been using FBOs to store stuff. The problem is, I attempt to resize them when I change resolution. I get no errors, however the ...
1
vote
1answer
157 views

What's wrong with my method of getting intermediate rendering to my postprocessing shader?

I'm working on a project in OpenGL. Earlier this week, I successfully implemented Deferred Shading, but I'm not sure how to pass the information from the Deferred Shader to the Post Processing Shader. ...
2
votes
2answers
827 views

Render-to-texture doesn't work on nvidia cards. OpenGL 3.3

I've implemented some postprocessing effects (DOF, HDR, Bloom) into my engine. I've tested it on AMD card which supports OpenGL 4.2. Yesterday I've made a test on NVidia card which supports only ...
2
votes
1answer
2k views

Shadow map: depth texture always returns 0

I'm implementing a shadow map for the sun light in my voxel engine using a depth texture attached to a framebuffer. But when I sample the depth texture during the normal pass, the value returned is ...
-1
votes
3answers
1k views

Direct access to frame buffer pixels data

I'm trying to develop a 3d graphics engine, i use a framebuffer class which is of my own creation but the fps is too low, and i think it's because i use putpixel() function from winbgim library, my ...
0
votes
1answer
2k views

OpenGL 3.3: render to framebuffer w/o depth attachment

I want to render my scene to a framebuffer and store the RGBA values in a texture. For this, I attach a texture to GL_COLOR_ATTACHMENT0. When I define a GL_DEPTH_ATTACHMENT texture as well, everything ...
0
votes
1answer
678 views

(LWJGL) Pixel Unpack Buffer Object is Disabled? (glTextImage2D)

I am trying to create a render target for my game so that I can re-render at a different screen size. But I am receiving the following error: ...
2
votes
2answers
8k views

Anti Aliasing: How to implement supersampling in OpenGL?

I'm learning OpenGL by working on a small Oculus Rift project, which implies, anti aliasing is everything :). Since the application of the barrel distortion shader requires rendering to a framebuffer ...
0
votes
1answer
978 views

Combine framebuffer-textures to default framebuffer

I know frame-buffers are not textures themselves, but they do contain a texture, given they are set up correctly, which I believe mine are, as: ...
1
vote
1answer
2k views

How to use FrameBuffer objects (OpenGL)

I want to draw a 2D scene and after the scene i want to draw some light effects. When i draw some light, i create a FBO, draw in it and when finished with drawing, i want to create a texture where i ...
3
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0answers
489 views

OpenGL transparent framebuffer texture

I'm trying to implement atmospheric glow like this. It was a huge pain to get it done, since I'm new to FBO and OpenGL, but I managed to do something similar to what the OP wanted. I followed his ...
4
votes
1answer
1k views

OpenGL FBO not being drawn to

In my project I'm trying to implement a deferred rendering system, problem is, I can't seem to get a second FBO to work. UPDATE 1 Here is the FBO initialization code: ...