All Questions
Tagged with framebuffer javascript
35
questions
0
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49
views
Default render color vector for fragment shader when using a frame buffer with multiple attachment?
ChatGPT insists that when using a framebuffer and attaching multiple draw buffers, the 0-indexed one will be the one that when you write to in the shader, it will be rendered on the canvas. However I ...
0
votes
1
answer
220
views
Stitch images together in WebGL using a framebuffer
This is something of a follow-up to my question Draw textures to canvas async / in sequence deletes old textures, but with a different approach recommended to me by a friend. I am just learning WebGL,...
0
votes
1
answer
361
views
GL_INVALID_OPERATION: Only array uniforms may have count > 1. Framebuffer in webgl2
I got it spot light.
I cut most interest part of code. it almost all there related with framebuffer:
App.operation.draws.drawSquareTex = function(object) {
var lighting = true;
// eslint-disable-...
0
votes
1
answer
559
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Implement JavaScript Buffer to store data
I receive these huge Strings via WebSocket:
[
"BTC-31DEC21-100000-P",
"{\"data\":{\"bids\":{\"0.01\":{\"price\":0.01,\"volume\":66....
2
votes
1
answer
4k
views
WebGL2 : incomplete framebuffer
I'm porting a C++/OpenGL application into WebGL and I'm trying to create and configure a framebuffer.
The framebuffer has 3 textures we can write into of types : vec2, vec2, uint. (gl.RG32F, gl.RG32F, ...
2
votes
1
answer
1k
views
THREE.js flickering result with Frame Buffer Object
I am working on a scene in THREE.js that uses a Frame Buffer Object. For some reason, I'm seeing a crazy flickering / strobe effect. (The strobe goes away if one comments out the line: mesh.material....
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
63
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Is it possible to use texSubImage2D on a depth texture?
I'm following this tutorial on 2D shadow mapping and I've gotten it working in WebGL. Now, I am looking to develop a way to recompute single rows in the depth texture, without clearing the entire ...
1
vote
1
answer
2k
views
Convert framebuffer dump to image(bmp, png, etc.)
I have a server where I am dumping the framebuffer data using cat /dev/fb0 > fbdump.raw and sending this file's contents to web client to display as a screenshot. Tried quite a few links before ...
0
votes
0
answers
201
views
WebGL mass framebuffer multisampling dont work
I tried to use edge detection in webgl. I got the edge effect I wanted, but the edge jagged is serious. I searched the following information, and the framebuffer multisampling related to mass can ...
1
vote
1
answer
642
views
webgl multiple fragment shaders on a image using frame buffer object gives black output
First off, I'm new at WebGL. I am trying to applying multiple fragment shaders(here, 2 shaders) on a single image to be rendered. I read in different articles and other stack overflow questions that ...
0
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1
answer
3k
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How to use a depth texture in webgl2
When you only want the color part of the frame, you can store depth in a render buffer.
This works fine for me on both webgl1 and webgl2.
When you also need to use the depth part you can't use a ...
1
vote
1
answer
908
views
WebGL drawBuffer outputs black textures
I am trying to write simple webgl multipass program with the help of drawBuffers. I create 2 drawBuffer textures and assign color to them in fragmentShaderPass1. Texture1 should be green and Texture2 ...
1
vote
1
answer
420
views
WEBGL-FBO: Why is the DEPTH_COMPONENT texture blank after rendercall
To The Readers:
"The solution by gman works for the question, but my own Problem was a in a diffrent part of the Code".
I just wanted to render my Scene to a Framebuffer with a ...
0
votes
1
answer
410
views
Trying to pass texture from framebuffer results in L_INVALID_OPERATION : glDrawArrays: Source and destination textures of the draw are the same
I'm new to vanilla WebGL and trying to utilize framebuffers for post processing/advanced shaders. When I run my code I get the warning:
GL_INVALID_OPERATION : glDrawArrays: Source and destination ...