Questions tagged [fbo]

Framebuffer object (FBO) is an OpenGL object type that allows rendering to textures or other user-allocated image buffers. Versions of OpenGL older than 3.0 can access an extension version of this functionality.

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Use of PBO and VBO

My application (QT/OpenGL) needs to upload, at 25fps, a bunch of videos from IP camaras, and then process it applying: for each videos, a demosaic filter, sharpening filter, LUT and distortion docrretion. Then i need to render in opengl (texture…
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Drawing FBO with OpenGL on computer hungs

I have two computers, a Toshiba laptop with an i5 and ATI Radeon HD 5145, and an old Dell desktop, with Pentium D and ATI Radeon X1300 Series. I have created a Java application, using LWJGL, that creates an FBO. The texture attached to the FBO is…
Antonio López
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Subrect drawing to texture FBO within OpenGL ES Fragment Shader

I'm trying to draw to a subrect of a texture based FBO, but am having difficulty. The FBO has dimensions of say 500x500 and I am trying to have the fragment shader only redraw say a 20x20 pixel subrect. Modiyfing the full texture works without…
OnesAndZeroes
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OpenGL ES : Pre-Rendering to FBO texture

Is it possible to render to FBO texture once and then use the resulting texture handle to render all following frames? For example, in case I'm rendering a hard shadow map and the scene geometry and light position are static, the depth map is always…
Alexey Podlasov
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OpenCL-OpenGL interoperability (FBO texture as image source in OpenCL)

I have tested OpenCL-OpenGL interoperability using Pixel Buffer Objects (for postprocessing OpenGL result image) and it's fine. But I always get errors if I use texture, attached as color component to Frame Buffer Object used for offsreen…
Nick
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Depth texture and fbo issues on opentk c# with intel hd 3000

I'm currently facing a problem with intel hd graphics hardware to implement shadow mapping effects. I think that the code isn't far from what i want to have as results because this code snippet works fine on ATI Mobility Radeon 5650 and Nvidia NVS…
nabil
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CVPixelBuffer to FBO

I have an application where I would like to use an FBO to display an image of a QuickTime movie. I'm totally new to FBOs and only got a little bit of knowledge on OpenGL. I got problems understanding the FBO paradigm with binding textures and stuff…
guitarflow
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off-screen (FBO) OpenGL rendering to create frames for WPF?

I have a WPF application, and part of the screen shows an object that needs to be rendered dynamically in 3D, at perhaps 20 FPS. I understand that typically a WPF application would use DirectX to do the 3D rendering. (I also understand that WFP has…
M Katz
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glCheckFramebufferStatus returns zero on integrated graphics

I'm writing a 2D OpenGL engine and I recently included a framebuffer wrapper class that I use to generate texture atlas at runtime. It worked pretty great and improved performance a lot, until I tested it on my laptop's integrated…
Francesco Noferi
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Bind new texture to existing FBO

I am looking to bind a new texture to an existing FBO. But at the moment it decreases my speed significantly. int holdTextureId = glGenTextures(); glBindTexture(GL_TEXTURE_2D, 0); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,…
RobotRock
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Fbo textures get flipped/rotated

I am capturing a couple of images through fbo's. I then reuse these images, adding something to them (using fbo's and shaders). Now, for some reason the images get rotated and I have no idea where it happens. Below some of the code the bug may be…
RobotRock
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Using OpenGL's Frame Buffer Objects (FBOs) for Image Manipulation?

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?
horseyguy
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Translate Framebuffers

I draw a tile map on screen and each tile light(grayscale) in a FBO. All are quads. I store the view in a Rect. To move I change de Rect, then I do this... glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(getViewRect().left, …
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GL_INVALID_VALUE from glFramebufferTexture2DEXT only after delete/realloc texture

I have some C# (SharpGL-esque) code which abstracts OpenGL frame buffer handling away to simple "set this texture as a 'render target'" calls. When a texture is first set as a render target, I create an FBO with matching depth buffer for that size…
El Zorko
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Framebuffer Object not working in Qt 4.8.1

I'm currently working on OpenGL in Qt and trying to create a framebuffer object using following call glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, scene_img, 0); When I try to compile my project I get…
anopheles
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