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I seem to have a problem with my rendering. When I render to a framebuffer and then to screen, the images just seem less vibrant and kind of faded. Even simple ones.

enter image description here

In the picture above, the pink box on the right is rendered directly onto the screen buffer and the ones on the left are first rendered onto a framebuffer and then onto the screen.

I am using a multisampled framebuffer and it seems to have made no difference. I tried only blending once by using GL_RGB on the framebuffer color texture that also didn't help. Any ideas?

  • You mean the text? – Neil Nov 27 '22 at 02:49
  • everything on the left of the single pink box on the right looks a bit blurred. including the text yes. – user3193075 Nov 27 '22 at 05:12
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    The coordinates matter. If the edge of the polygon falls "part way" through a pixel, then it's correct to draw it with an intermediate colour. That's part of what multisampling does - it gives you a way of rendering "microgeometry" (details of geometry that involve distances smaller than a pixel, addressing issues of aliasing.) On the other hand, maybe your transfer of the framebuffer to the screen should be using a GL_CLOSEST sampling technique (if you are expecting 1:1 frame buffer pixels to screen pixels) Or get your coordinates right. :) – Wyck Nov 27 '22 at 05:34

1 Answers1

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The issue ended up being the size of the framebuffer. It was too small which made the quality suffer. I multiplied the width and height by 6 and the quality goes up.