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
2
votes
1 answer
FBO: render to texture, wrong texture mapping when drawing rendered texture
I'm using OpengGL on a Mac OS X application to draw texture on a NSOpenGLView.
The app is a movie player. It decodes movie frames into CVOpenGLTextureRef (which are OpenGL texture) and I draw them directly to the view using GL_QUAD. Everything works…

Andrea3000
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2
votes
1 answer
Android opengl 1.1 Render to Texture 1286 error (Invalid framebuffer operation)
I am trying to implement a motion blur effect in my android game.
After a lot of research I found that the best way to do that is to save the previous frame as a texture using the Frame Buffer Object and render it on top of the current frame. So…

SteveL
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2
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1 answer
multisampled FBO depth/stencil and OpenGL specs
the OpenGL 4.2 specs (section 3.3.1) clearly states that:
Because each sample includes color, depth, and stencil information, the color (including
texture operation), depth, and stencil functions perform equivalently to the
single-sample mode.
…

user815129
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2
votes
2 answers
OpenGL Render to texture (FBO) does not work
I'm trying to use FBO to render to texture and then display the texture, but all I get is a black rectangle. My code is:
Initialization:
#include
#include
#include
#include
// ...
GLuint fbo_, rbo_,…

Dan Nestor
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votes
2 answers
How to render to frame buffer without displaying on screen with OpenGL?
I knew it is possible to render offline without displaying it on screen.
How to do it, maybe
create an invisible window then draw.
Can I use specific fbo when render?

tomriddle_1234
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2
votes
1 answer
how to handle depth in glsl
I have a problem with FBO and depth in openGL. I am passing projection, view and model matrices to a shader that writes to the g buffer. When I unbind the FBO and write to gl_FragColor the scene displays as it ought. But when I write to…

ste3e
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1 answer
OpenGL: Loading images into texture array
I'm trying to load multiple textures (from 8x8 *.bmp images) into multiple FBOs, by the following snippet:
glTexImage3D(GL_TEXTURE_2D_ARRAY_EXT, 0, GL_RGB8I_EXT, TEXTURE_WIDTH, TEXTURE_HEIGHT, TEXTURE_NUM, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
for(…

fatarms
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2
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1 answer
How to blit two transparent frame buffer objects using QOpenGLFramebufferObject?
I have two FBOs created using QOpenGLFrameBufferObject, which are images with a transparent background and some lines and text on top of them. I am blitting the first fbo onto the second using QOpenGLFramebufferObject::blitFramebuffer, this results…

reckless
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3 answers
Can glReadPixels be used to read layers from GL_TEXTURE_3D?
I'm trying to read a 3D texture I rendered using an FBO. This texture is so large that glGetTexImage results in GL_OUT_OF_MEMORY error due to failure of nvidia driver to allocate memory for intermediate storage* (needed, I suppose, to avoid changing…

Ruslan
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2
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1 answer
Using Frame Buffer Objects (FBO) in Borland C++ Builder 6
I have an "access violation" on the Frame Buffer Object (FBO)'s command glGenFramebuffersEXT :
void TGLForm::DrawScene()
{
wglMakeCurrent(ghDC, ghRC);
glEnable(GL_TEXTURE_2D);
GLuint framebuffer, texturefbo;
GLenum…

Arnaud
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2
votes
1 answer
Can't create FBO with more than 8 render buffers
So, here's the problem. I have got an FBO with 8 render buffers which I use in my deferred rendering pipeline. Then I added another render buffer and now I get a GLError.
GLError(
err = 1282,
description = b'invalid operation',
baseOperation =…

Denis
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2
votes
3 answers
Scaling a texture with a Framebuffer
My goal is to be able to scale textures when they are loaded, so I don't have to do it on every frame the sprite gets rendered. I figured the best method would be to render the scaled texture onto another texture, basically caching it. However, with…

rcapote
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votes
1 answer
WebGL2 FBO depth attachment values
I'm simply trying to render the depth values of my scene using WebGL2 like so:
//Texture
depthTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, depthTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24,
width,…

Doc
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votes
2 answers
Multisampled FBO's in OpenGL ES 3.0
How is it possible to have a multisampled texture as part of an FBO in OpenGL ES 3.0 (Android)?
The method glTexImage2DMultisample does not seem to exist.
I also want to call glReadPixels on this texture later on in this code,
so the multisampled…

kirtan-shah
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votes
1 answer
OpenGL warp effect with too few polygons
I am working on a small 2d game where my wizards casts a spell I want to create an effect where the world warps as if the spell is bending Light much like hot air around a fire would. Right now I have a vertex shader warping the points of the…

SpecialEd
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