GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT errors
I'm using FBOs in my OpenGL code and I'm seeing compilation errors on GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT. What's the cause of this and how do I fix it? ...
I'm using FBOs in my OpenGL code and I'm seeing compilation errors on GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT. What's the cause of this and how do I fix it? ...
According to ARB_geometry_shader4 it is possible to render a scene onto the 6 faces of a cube map with a geometry shader and the cube map attached to a framebuffer object. I want to create a shadow map using this way. However there seems to be a conflict that I can't resolve: I can only attach a texture with GL_DEPTH_COMPONENT as inter...
I generate a texture like this: GLuint id; glGenTextures(1, &id); glBindTexture(GL_TEXTURE_2D, id); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,...
Hello, I'm rendering into an OpenGL offscreen framebuffer object and like to save it as an image. Note that the FBO is larger than the display size. I can render into the offscreen buffer and use it as texture, which works. I can "scroll" this larger texture through the display using an offset, which makes me confident, that I render in...
I have an FBO object with a color and depth attachment which I render to and then read from using glReadPixels() and I'm trying to add to it multisampling support. Instead of glRenderbufferStorage() I'm calling glRenderbufferStorageMultisampleEXT() for both the color attachment and the depth attachment. The frame buffer object seem to ha...
I've read that FBOs can be used for fast image manipulation using the OpenGL drawing actions. Does anyone know the basics of how to do this? or has some very simple example code illustrating it? ...
This should be really simple, but it's consumed multi-hours of my time, and I have no clue what's going on. I'm rendering a flat-colored full-screen quad to a texture, then reading back the result with glGetTexImage. It's GPGPU related, so I want the alpha value to behave as if it's any of the other three. I'm using an FBO, texture form...
I have a frame buffer object in an OpenGL program with multiple colour attachments, and am trying to upgrade it to a multisampled FBO. As I understand it, a multisampled FBO is only able to use render buffers, specifically ones created using glRenderbufferStorageMultisampleEXT. If I want something rendered to this FBO in a texture, I ne...
Hi, I have a huge problem with using FBO. I have a multi-pass display using FBOs and multitexturing. Everything seems to work fine until the end of first execution of display. I set the render target back to screen using glBindFrameBufferEXT(GL_FRAMEBUFFER_EXT, 0) at the end of my display function but the passes after that do not take...
I really can't wrap my mind around this: Previously I couldn't get Framebuffers to work, but I've got it going now. However, there is this incredibly weird mirroring going on with the texture generated from the framebuffer, and I have no idea why. Basically, I will try to draw a texture at 0,0 using GL_TRIANGLE_FAN, and the texture appe...
Apparently frame buffers are fast and the best way to render offscreen to textures or to simply pre-create things. My game however is not liking them at all. In the current code frame buffers are used often, sometimes each frame, several times. When used the game begins to slow down but not instantly. It seems to take time (Perhaps a bu...
I wonder since a long time what would be the best way to handle OpenGL FrameBuffer Objects (FBO). Switching FBOs can be costly but defining new attachments too. How do you do it fast ? I hesitate between these 3: 1 FBO for everything, change attachment but don't switch between FBOs 1 FBO for each render target (size + format) in the ...
Haskell is about computation by calculation of values. DisplayLists / FBOs / VBOs are very very stateful by nature. I.e. "give me a display list / buffer object". How do these bindings work in Haskell? [I do understand monads; so a technical explaination, as opposed to a fluffy one, is preferred]. Thanks! ...
Hi All, I'm trying to perform hidden line removal using polygon offset fill. The code works perfectly if I render directly to the window buffer but fails to draw the lines when passed through a FBO as shown below The code I use to draw the objects void drawCubes (GLboolean removeHiddenLines) { glLineWidth(2.0); glPushMatrix()...
My algorithm is this: Render the scene to a FBO with shadow mapping from multiple locations Render the scene to the screen with shadow mapping ...black magic that I still have to imlement... Combine the samples from step 1 with the image from step 2 I'm trying to debug steps 1 and 2 and am coming across STRANGE behavior. My algorithm ...
I have a problem with rendering to texture and offscreen framebuffer with OpenGL ES on iPhone. First image shows mahjong tiles rendered to CAEAGLLayer directly and this is correct. Second one shows tiles rendered to offscreen framebuffer, copied to texture using glCopyTexImage2D and the texture rendered to CAEAGLLayer. Both use white ...
I'm trying to get MRT working in OpenGL to try out deferred rendering. Here's the situation as I understand it. Create 3 render buffers (for example). Two RGBA8 and one Depth32. Create an FBO. Attach render buffers to FBO. ColorAttachment0/1 for color buffers, DepthAttachment for depth buffer. Bind the FBO. Draw geometry. Send data to ...
I'm seeing a certain call to glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0) regularly (not always though) fail with GL_INVALID_VALUE on NVidia (Quadro FX 4600 here, but happens also on other cards) hardware, with the newest (258.49) drivers (but similarly this also happened with older drivers). GPU m...
Hi all, I'm currently trying to implement in OpenGL image processing algorithms. I would like to successively use several shaders in order to perform several filters (Sobel Gaussian,...). I understood that to do thius I had to render to texture thanks to a FBO. I read a lot of things about that, and wrote a code. But I'm not getting th...
Hi, I'm experimenting with a renderer. What I want is to write a color buffer and a normal buffer to two separate textures. I got that part figured out. However, the color buffer is supposed to be a combination of two textures. This should do the trick: glActiveTexture(GL_TEXTURE0_ARB); glEnable(GL_TEXTURE_2D); g_Tex->Bind(); glActiv...