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0 votes
2 answers
376 views

Proper way to read from a texture in a compute shader which uses a storage texture

I've been searching for different resources and it seems to not be possible to read from a storage texture and then write back to it. That's why I've tried to use 2 separate textures: one as ...
Ustym Ukhman's user avatar
0 votes
1 answer
771 views

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 ...
Joe's user avatar
  • 1,888
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 ...
Cole Peterson's user avatar
1 vote
2 answers
608 views

How to blend many textures/buffers into one texture/buffer in OpenGL?

I have one big buffer (object) containing the MNIST dataset: many (tens of thousands) small (28x28) grayscale images, stored one-by-one in row-wise order as floats indicating pixel intensity. I would ...
user avatar
0 votes
1 answer
236 views

OpenGLES 3.0 Cannot render to a texture larger than the screen size

I have made an image below to indicate my problem. I render my scene to an offscreen framebuffer with a texture the size of the screen. I then render said texture to a screen-filling quad. This ...
JustAGuyWithALoaf'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
149 views

Question about OpenGL textures, Frame Buffers and UV coordinates [closed]

I am trying to map a texture from a frame buffer object to a triangle mesh flat surface. The problem is that it ends up being black. Code for frame buffer. glGenFramebuffers(1, &fbo); ...
Real Name's user avatar
0 votes
0 answers
127 views

Why can't I render my depth map on a quad?

Some intro: I'm currently trying to see how I can convert a depth map into a point cloud. In order to do this, I render a scene as usually and produce a depth map. From the depth map I try to recreate ...
John Katsantas's user avatar
0 votes
1 answer
330 views

WebGL - When I read pixel data from frame buffer, icon loses its transparency

I have a transparent icon map. 256x256 I created a texture using this image. AddIconMap(imageUrl) { const image = new Image() const { gl } = this image.onload = () => { ...
Hasan Altınbaş's user avatar
1 vote
1 answer
2k views

Render depth as texture from framebuffer to displaying window

I am new to OpenGL. I want to read and save all the depth values from the rendered scene using framebuffers. I managed to set it up as a framebuffer attached to the depth component. But when I render ...
Rajat Sharma's user avatar
1 vote
0 answers
113 views

OpenGL exception when trying to assign Framebuffer's Color Attachment to Cubemap's faces

I need to create an Environment Map centered in the center of my scene. To do this, I'm using a framebuffer and 6 cameras to render each corner (right, left, top, bottom, back, front). First, I create ...
Ragnarox97's user avatar
1 vote
1 answer
289 views

Is it possible to use a depth renderbuffer with cubemap color attachment?

I am trying to create a Framebuffer, with a GL_TEXTURE_CUBE_MAP as the Color Attachment, and GL_DEPTH24_STENCIL8 as the Depth Attachment for the Framebuffer's Renderbuffer. I was confident that this ...
skeelz's user avatar
  • 67
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
1 vote
1 answer
2k views

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 ...
Dante Hoyte's user avatar
3 votes
1 answer
2k views

Saving a glTexImage2D to the file system for inspection

I have a 3D graphics application that is exhibiting bad texturing behavior (specifically: a specific texture is showing up as black when it shouldn't be). I have isolated the texture data in the ...
George's user avatar
  • 7,227

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