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4 votes

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

You will need to implement multiple alternative solutions depending on the GPU. Not only are there many choices (GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, ...
Stephane Hockenhull's user avatar
3 votes

Render 2D texture on the cube texture at given location

Why render the sun into the skybox? Just render the skybox and then draw the sun without using a depth test. This way you don't have to modify any textures and then redraw them. It's much easier to ...
user1118321's user avatar
  • 2,632
3 votes

Anti Aliasing: How to implement supersampling in OpenGL?

As you have stated your approach works if the intermediate framebuffer is 2x the size of the final screen resolution. That is beause the bilinear sampling takes 4 texels into account. Now if your ...
Helmut Klinger's user avatar
2 votes
Accepted

OpenglGL Render two scenes with one draw call

http://chat.stackexchange.com/transcript/message/30419781#30419781 Bind more than one render target. Output two different colors from the fragment shader. You will of course need a second draw ...
Blue Bug's user avatar
  • 1,112
2 votes
Accepted

Opentk hdr rendering with framebuffer white screen problem

Turned out exposure = 1.0f was way too high for the image I was using. The results of tonemapping with these two formulas I found on this tutorial are not so pretty with real hdr images, just with ...
Alakanu's user avatar
  • 705
2 votes
Accepted

OpenGL Regarding Frame/Buffer Caching

OpenGL doesn't specify this; individual implementations are allowed to cache data and/or results so long as the output is conformant with the specification. Note that this kind of caching is probably ...
Maximus Minimus's user avatar
2 votes
Accepted

glClearBuffer takes 1 second on a Geforce 9500GT

The problem was that I used ushorts in one of my VBOs to save a bit on memory, but seems to be very costly when doing lookups on certain AMD cards. After switching back to full integers the ...
Tyron's user avatar
  • 213
2 votes

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

The render targets become sampling textures for a final compositing pass shader rendering to the back buffer. The GPU doesn't do any automatic flattening. It all has to be done in a shader. Ping-...
Stephane Hockenhull's user avatar
1 vote

Render to cubemap wrong Y values

Found the mistake ! I was using the projection matrix of my camera, which had the aspect ratio of the screen instead of 1.
cppopengl's user avatar
1 vote

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

The last 4 positional parameters to the function are for destination position. The position can be changed using this, but the image pixels must be exact or the image won't be displayed.
jjmcc's user avatar
  • 233
1 vote
Accepted

Game Loop delay the right way and game speed

First of all, the game main loop is not a trivial problem, you have to understand exactly what happens before you get it wrong. Some facts: You don't know how long render takes You don't know how ...
CoffeDeveloper's user avatar
1 vote
Accepted

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

You can render a quad onto the framebuffer with a shader that will just set the color value to 1000.0. Since you don't even need to set a texture really let alone compute lighting, this should not ...
Yudrist's user avatar
  • 963

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