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Questions tagged [frame-buffer]

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2 answers
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My voxel renderer app fails to create a framebuffer object only during launch / initial window resize event. It is an ERROR: GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT ...
zachaz35's user avatar
0 votes
2 answers
174 views

I'm working on a project to determine the end-to-end latency of a cloud gaming system (i.e., XCloud) on a MacBook. I believe I have half of the process completed so far: A Javascript web app that ...
dathwathup's user avatar
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289 views

I have to deal with a raw buffer representing some pixels, specifically the pixels crate. So far I am able to do some magic from the examples, however it is terribly bad when it comes to readability ...
AggelosT's user avatar
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1 answer
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So I have a problem, I am calling some opengl frame buffer functions in my code but for some reason I get the error from the title. I am also calling many other opengl functions without any problems ...
Žarko Tomičić's user avatar
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40 views

When rendering inside a FBO's texture, I'm not using glClear() but overwriting each fragment, GL_BLEND is set to true. This works just fine, but I just realised when my laptop switch to economy mode, ...
ebkgne's user avatar
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1 vote
1 answer
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I have read several tutorials and answers regarding framebuffers and glViewport, but I can't seem to resolve this issue I have. I want to take a low resolution framebuffer (400x225) and place it in a ...
Aaron Z's user avatar
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2 answers
906 views

I've created a depth texture in OpenGL (using C#) as follows: ...
Grimelios's user avatar
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0 answers
358 views

Take for example the first game loop from this question. A similar code is used in Minecraft (at least in older versions). I understand the concept and how this loop works in principle. But there is ...
stonar96's user avatar
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1 answer
407 views

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 ...
James Balajan's user avatar
1 vote
0 answers
46 views

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 ...
John Katsantas's user avatar
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0 answers
118 views

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 ...
Prokop Hapala's user avatar
0 votes
1 answer
273 views

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 ...
cppopengl's user avatar
1 vote
1 answer
6k views

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 ...
safsom's user avatar
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3 votes
2 answers
2k views

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 ...
Mike5050's user avatar
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2 votes
2 answers
516 views

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 ...
jjmcc's user avatar
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1 vote
1 answer
450 views

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 ...
Artulec88's user avatar
0 votes
3 answers
3k views

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 ...
Kacper Kleczewski's user avatar
1 vote
0 answers
547 views

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 ...
BananyaDev's user avatar
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2 answers
1k views

I try to draw severeal Sprites to a FrameBuffer. The Sprites are PNGs with transparency. ...
kalidali's user avatar
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1 vote
2 answers
600 views

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 ...
videogamechef's user avatar
1 vote
1 answer
3k views

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 ...
HelloMufecayo's user avatar
1 vote
1 answer
4k views

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.
Eric Marchetti Santos's user avatar
0 votes
1 answer
640 views

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 ...
Unheilig's user avatar
  • 525
0 votes
1 answer
253 views

These 2 lines (in C# using OpenTK) seem to cause 1 second lag every frame on a machine with a Geforce 9500 GT ...
Tyron's user avatar
  • 223
5 votes
1 answer
429 views

I have a framebuffer bound to 32-bit FP texture: ...
Lisur's user avatar
  • 73
1 vote
1 answer
766 views

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. <...
Blue Bug's user avatar
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2 votes
1 answer
1k views

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 ...
Alakanu's user avatar
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-1 votes
1 answer
446 views

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 ...
Bruno's user avatar
  • 103
0 votes
1 answer
134 views

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 ...
Vlad's user avatar
  • 209
1 vote
1 answer
4k views

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 ...
Byron's user avatar
  • 169
2 votes
1 answer
274 views

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? ...
Kacper Kleczewski's user avatar
2 votes
1 answer
2k views

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 ...
vexe's user avatar
  • 342
2 votes
1 answer
1k views

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: ...
user avatar
0 votes
1 answer
572 views

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 ...
CoffeDeveloper's user avatar
1 vote
1 answer
576 views

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 ...
J.P.S.'s user avatar
  • 111
5 votes
1 answer
2k views

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/...
Byron's user avatar
  • 169
1 vote
1 answer
1k views

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 ...
Yattabyte's user avatar
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0 votes
1 answer
283 views

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 ...
Nathanael Weiss's user avatar
2 votes
0 answers
633 views

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 ...
EpicM's user avatar
  • 31
0 votes
2 answers
1k views

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 ...
MVTC's user avatar
  • 239
0 votes
1 answer
1k views

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 ...
Ben BearFish's user avatar
0 votes
1 answer
366 views

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 ...
rz_05's user avatar
  • 15
3 votes
1 answer
5k views

I am struggling with implementing a proper Framebuffer Object . glCheckFramebufferStatus is returning me: GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT (36054). What am i missing? ...
Aspiring Game Dev's user avatar
2 votes
0 answers
399 views

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 ...
tly's user avatar
  • 133
0 votes
1 answer
2k views

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 ...
eternal's user avatar
  • 341
2 votes
2 answers
19k views

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 ...
neon64's user avatar
  • 208
1 vote
1 answer
188 views

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. ...
Karim Abdel Hamid's user avatar
2 votes
2 answers
1k views

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 ...
Harry's user avatar
  • 690
3 votes
1 answer
3k views

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 ...
Toun's user avatar
  • 458
1 vote
3 answers
3k views

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 ...
Michael Shenouda's user avatar