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1 answer
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 ...
Yuval A.'s user avatar
  • 6,049
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,...
Seth Lutske's user avatar
  • 10.3k
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-...
Nikola Lukic's user avatar
  • 4,197
0 votes
1 answer
559 views

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....
user1285928's user avatar
  • 1,428
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, ...
bamia's user avatar
  • 353
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....
duhaime's user avatar
  • 27k
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 ...
Ronan Quigley's user avatar
0 votes
1 answer
63 views

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 ...
Ryan Peschel's user avatar
  • 11.7k
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 ...
Hrishikesh Bawane's user avatar
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 ...
GINKO's user avatar
  • 13
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 ...
ASR's user avatar
  • 33
0 votes
1 answer
3k views

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 ...
zoran404's user avatar
  • 2,826
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 ...
royalBlue's user avatar
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 ...
Karl Sassie's user avatar
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 ...
janthoma's user avatar

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