All Questions
Tagged with framebuffer glsl
63
questions
-1
votes
0
answers
10
views
Why are textures warping after I switch computers?
I had been on a trip for a while, and I worked on my opengl project on my laptop while I was gone. When I got back a couple days ago, I decided to start working on it again, but this time on my main ...
0
votes
1
answer
143
views
Framebuffer texture not getting passed to shader and not showing on screen
I'm writing a program that can composite two images through shaders and save the result locally. Simply outputting to the viewport would cut offscreen pixels and I wanted to make it windowless, so I ...
1
vote
0
answers
91
views
Why is the framebuffer texture completley blank?
I have this problem, where I have 2 framebuffers. And I draw to a different one each frame. So on the first frame it would be the first framebuffer, then the second, then the first again and so on. ...
0
votes
0
answers
108
views
GL_INVALID_OPERAION in glDrawElements while rendering to Framebuffer from external texture
I am trying to render the contents of an external texture (which gets its data from android MediaCodec) to a framebuffer with a texture atttachment (first pass) and then using that texture to render ...
2
votes
1
answer
448
views
OpenGL ping pong feedback texture not completely clearing itself. Trail is left behind
The goal:
Effectively read and write to the same texture, like how Shadertoy does their buffers.
The setup:
I have a basic feedback system with 2 textures each connected to a framebuffer. As I render ...
1
vote
1
answer
630
views
Black screen when rendering to a texture
I'm trying to do the following:
Draw the scene in a first pass to a framebuffer I've created.
Take the texture that was attached to the created framebuffer and draw that onto a plane so that it can ...
0
votes
1
answer
1k
views
Rendering to custom FrameBuffer using same texture both as input and output
Some Fragment shaders in ShaderToy (e.g. fluid dynamics, https://www.shadertoy.com/view/4tGfDW ) use same buffer as both input and output. But when I try to do this in my C/C++ code it does not work (...
0
votes
0
answers
187
views
Not able to create a multisampled framebuffer
I am trying to blit a custom framebuffer of size 1920 X 1080 to default frame buffer of size 800 X 600.
The window is created with following options
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
...
1
vote
1
answer
958
views
Why the texture created from the framebuffer is not mapping correctly
I am creating a custom framebuffer of size 1920 X 1080 and then mapping the texture of this frame buffer to a full screen rectangle in default frame buffer of size 800 X 600.
I had drawn a rectangle ...
2
votes
2
answers
3k
views
Rendering compute-shader output to screen
I'm trying to set up a pipeline to do some raymarching-rendering.
At first I set up a vertex and a geometry shader to take just 1 arbitrary float, and make a quad so I can use just the fragment ...
2
votes
2
answers
2k
views
Not able to get a simple framebuffer rendered to a quad and displayed
This is my first venture into using framebuffers instead of using the default one (and then drawing the framebuffer texture onto the default framebuffer). I'm doing something wrong along the way and I'...
0
votes
1
answer
219
views
OpenGL 3.0 ES - Disjoint read and write from same texture
I'm in a situation where I have a (n+1)x(n+1) texture attached to a framebuffer.
My idea is to update this texture in 2 passes.
Draw a full screen quad and use the scissor test to mask out the ...
1
vote
0
answers
138
views
Is there a way to exchange data between framebuffers in webgl2? (attempting multistage image processing)
I'm attempting to translate my raw javascript code for image processing into GLSL in webgl2 to achieve performance gains.
simply explained, this is my approach:
per frame:
1)set camera stream video ...
1
vote
1
answer
264
views
Texture units overlap? Rendered the wrong texture
I wanted to use 4 textures in my fragment shader. One is a cubemap, one is a rendered texture on a framebuffer and the last two are created from images.
When I try calling them in my fragment shader, ...
1
vote
1
answer
314
views
Selectively drawing to some outputs in shaders
I have a framebuffer object with 2 outputs:
layout(location = 0) out vec4 color;
layout(location = 1) out uint object_id;
In my shader I also receive a boolean value, which tells me if I should ...