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Questions tagged [frame-buffer]

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5
votes
1answer
501 views

Why does writing to a D3DFMT_R32F render target clamp to 1?

I'm currently implementing a picking system. I render some objects in a frame buffer, which has a render target, which has the D3DFMT_R32F format. For each mesh, ...
0
votes
1answer
99 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 ...
3
votes
0answers
488 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 ...
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 ...
2
votes
0answers
303 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 ...
2
votes
0answers
1k views

How to implement OpenGL triple buffering of buffer objects to avoid stalls?

I'm trying to implement the triple buffering described here. The intent is to gain higher frame rate by avoiding waiting for glBufferSubData() to finish. My ...
2
votes
0answers
625 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. ...
1
vote
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 ...
1
vote
0answers
199 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 ...
1
vote
0answers
6k views

Multiple Render Targets, Multiple Fragment Shaders

I render a normal and a depth image of a scene. Then I want to reuse these two images to do further texture/image processing in a second fragment shader. I use a framebuffer with 3 textures attached ...
0
votes
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
votes
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 ...