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.
Questions tagged [fbo]
421 questions
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How to render to an FBO on a shared context?
I have an application where I need to do the following:
load a texture from disk into a GL texture
run an image filter on it (render it onto another texture via an FBO)
display the resulting texture on screen
I've got that much working.
Next, I'd…

smokris
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Cuda Render Buffer Interop for depth component
What I am trying to do is to use OpenGL to perform some rendering, then use CUDA to perform some read-only post-processing (computations) directly on the rendered RGB and depth components, without copying the data to a PBO.
To do this, I create a…

BenP
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OpenGL ES 2.0 artifacts/dithering in FBO on Mali-400
When rendering to a frame buffer object in gles 2.0 I have some strange artifacts on the Mali-400 gpu. Problem is that some pixels have different colors than others even if I fill the whole screen with the same color. But it works fine on a Tegra2…

Schore
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Access the whole video memory through OpenGL programming
How to access the video memory of graphics card through OpenGL programming, specifically, to get all contents of video memory?
I have tried the following two methods, but failed. With attaching them down, I hope you could point out the error in my…

loong
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Ping-pong rendering between two FBOs fails after first frame.
I am trying to create two FBOs and implement a ping-pong render. But, I only get the first frame to work properly. I am trying to simulate a game-of-life and, after the first frame, I only get a black screen. Could you help me check it? I have spent…

Yongwei Xing
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Accessing Multiple FBO Textures in GLSL to create another texture
I created 4 textures and attach them to FBO, named fbo_texture0 - fbo_texture3. All of them are successfully created, as given by the following screenshot:
image 1
Now, i wanted to create the 5th texture which is obtained from the previous textures…

fatarms
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OpenGL FBO Texture messes up when attaching Depth Texture (C++)
I'm trying to render my scene to my FBO and then render it in a smaller size in corner of the screen. It works fine, but only if the FBO has only Color Texture. When I try to attach Depth Texture or Depth Buffer to it, it draws single pixels of my…

Smile
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OpenGL : How to set up OpenGL to just render to a FBO, no output to screen / window / control?
First off, I'm using OpenTK in a WPF application, but I think this is more a generic OpenGL thing.
In my application I want to be able to render 3D stuff to a texture.
I do NOT need output to a window or control on screen - I just want to render to…

Pygmy
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OpenGL: Render-to-texture larger than screen size and glViewport
I've been working on this issue for a while and it's time to ask the greater community for help. I have read many other StackOverflow questions on this topic and have not yet found a relevant solution.
I have a well established Android OpenGL…

patriot4code
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(opengl-es 2.0 android libGDX) Depthbuffer cleared when changing FBO color attachment
I have spent a lot of time trying to solve this problem and searching for answers. But I can't figure it out.
I am trying to preserve the depth buffer while rendering two images to texture. I have tried two different solutions, which both works on…

Bodzilla
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How to render to a unsigned integer format
When rendering to an FBO that has an unsigned integer format presumably I can not:
gl_FragColour = uvec4(100,100,100,100);
as gl_FragColour is a vec4. So presumably I would have to define my own out?
out uvec4 colour
But will this be interpreted…

chrispepper1989
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Performance variation of encoder using MediaCodec encode from surface
I render a texture to both display and a codec input surface (from where an encoder uses it). There is a large performance variation when the texture is rendered to the display surface, and when it is rendered to the input surface of the encoder,…

user1592546
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Using a framebuffer object as a texture in a shader
Can I use FBO blitting https://www.opengl.org/registry/specs/EXT/framebuffer_blit.txt , to pass rendered FBO, as texture, to my resolve shader input?
Can I use FBO as input for shader "sampler2D"?
I mean, I render something to fbo. Now I want to…

tower120
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Can an OpenGLES 2.0 framebuffer be bound to a texture and a renderbuffer at the same time?
Brad Larson provides some great code here and here for 'rendering your scene into a texture-backed framebuffer', but it's not clear whether this is the same framebuffer that I use for the rest of the drawing.
If you attach a renderbuffer to a…

Sam Ballantyne
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Can a texture be bound to more than one fbo?
Can the same texture be bound to more than one framebuffer object?
I need to write on some texture in a multi target rendering pass with a certain fbo, and later to add some blending to just one of those texture, so I need a second framebuffer…

darius
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