All Questions
Tagged with framebuffer render-to-texture
52
questions
0
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771
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WebGL - Rendering to framebuffer instead of to canvas example extended
The Goal
I am trying to extend the WebGL Render to Texture Tutorial to learn WebGL better. So far, I've been able to adjust it so that it renders an image textured-cube instead:
Now, what I'm trying ...
0
votes
1
answer
214
views
Using glTexImage2D to render to texture, blank result. (Dreamcast GLdc)
I am trying to create a quick render to texture example using GLdc, a OpenGL implementation for the Sega Dreamcast. I have verified that both my Texture and Framebuffer Object are complete, yet the ...
2
votes
0
answers
336
views
How to correctly work with the range of depth data obtained from render-to-texture?
I'm doing some customized 2D rendering to depth buffer that connects to a texture of internal format GL_DEPTH_STENCIL. In fragment shader, the normalized Z value (only 0.0 to 1.0 is used, I'm lazy) is ...
0
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1
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1k
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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 (...
1
vote
1
answer
2k
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read and write to different textures within same framebuffer
Is it possible to read from texture A and write to texture B that both use the same FBO? I don't believe this has been covered here already. Someone asked the question about OpenGL, but not about ...
0
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1
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2k
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Webgl - Rendering depth to texture returns gl.INVALID_FRAMEBUFFER_OPERATION in Safari
If you look at the following snippet in Safari (taken from https://webglfundamentals.org/webgl/lessons/webgl-shadows.html), you will notice it looks different than in other browsers, because the depth ...
3
votes
1
answer
597
views
Rendering viewport to texture produces overlaps viewports?
I'm creating a 2D Engine and I want to implement docking, so I need to create a viewport and render the screen to a texture.
To render the viewport I'm saving the framebuffer into a FrameBufferObject ...
1
vote
1
answer
670
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How to render anti-aliased image to a texture (and then write to PNG)?
I'd like to use the "render to texture" paradigm to write a .png screenshot of my OpenGL 3D rendering. I have it working without multi-sampling, but I'm struggling to get an anti-aliased image.
...
1
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0
answers
408
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OpenGL rendering to texture produces empty Texture
I am trying to render and orhto projection of my scenes depth values to a texture inorder to use the texture in a later render cylce to determine what fragments are in shadow. Basically a Shadow Map.
...
2
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0
answers
1k
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WebGL render to texture with framebuffer
I am new in webgl and trying to learn it.
I am trying to learn framebuffer and rendering to texture but I am stuck.
What I am trying to do is to copy the colors (pixel data) of a texture to another ...
0
votes
1
answer
4k
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OpenGL MSAA in 2 different ways. What are the differences?
I have been looking for OpenGL Multi Sample Anti Aliasing tutorials and I found many but I'll take 2.
They use a different way to do this. I have tested both ways and both work for my project so I ...
0
votes
1
answer
139
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OpenGLES + Framebuffer artifacts
Using OpenGLES 1.1 (don't have a choice at this time). Target OS is Android.
I'm having some inconsistency when rendering to the main framebuffer, and when rendering to a texture.
When I render to ...
1
vote
1
answer
966
views
OpenGL Framebuffer only writing to one face of cubemap
I only seem to be able to render my scene into only one side of the cubemap. At the moment everything is hard-coded, I'm only trying to render the same view of the scene into each of the 6 faces of ...
0
votes
1
answer
584
views
Android GLES3.0 framebuffer incomplete
Could you help me figure out why the following code is generating GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
mBitmap = BitmapFactory.decodeFile(imagePath);
int[] handles = { 0 };
GLES30.glGenTextures(1, ...
1
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1
answer
1k
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Texture does not fit in the square - OpenGL
I am trying to create a square and put a red circle middle of it. As you can see in the simple vert I map (-1, 1) range to (0,1) range:
coord = position.xy*0.5 + vec2(0.5,0.5);
If you look at the ...