Questions tagged [framebuffer]

In general a framebuffer is a graphic hardware-independent abstraction layer used to display output to a monitor or display.

Resources:

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framebuffer OES is incomplete, android

I need some help figuring out what i do wrong when i try to create a framebuffer OES. outTex = new int[1]; GLES20.glGenTextures(2, outTex, 0); GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, outTex[0]); …
Cristian
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How to access raw data from RenderTexture in Unity

Short Version of Problem I am trying to access the contents of a RenderTexture in Unity which I have been drawing with an own Material using Graphics.Blit. Graphics.Blit (null, renderTexture, material); My material converts some yuv image to rgb…
acloD128
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Embedded Qt Mouse Pointer Not Showing Up

I've got a bit of an interesting problem here. There are plenty of threads I've found where people are working to hide or get rid of a cursor on an embedded Qt GUI...but I'm trying to get a cursor to show up on an embedded Qt GUI. I inherited a…
iwichmann
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OpenGL Reading from a texture unit currently bound to a framebuffer

I've encountered an issue trying to read data from a texture unit currently attached to the draw framebuffer. The errors are removed as long as i use a glTextureBarrier between the draw calls. However I'm trying to eliminate draw calls so this is an…
Jens
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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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Can linear filtering be used for an FBO blit of an MSAA texture to non-MSAA texture?

I have two 2D textures. The first, an MSAA texture, uses a target of GL_TEXTURE_2D_MULTISAMPLE. The second, non MSAA texture, uses a target of GL_TEXTURE_2D. According to OpenGL's spec on ARB_texture_multisample, only GL_NEAREST is a valid filtering…
zeboidlund
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How can I track a point on a texture in OpenGL ES1?

In my iOS application I have a texture applied to a sphere rendered in OpenGLES1. The sphere can be rotated by the user. How can I track where a given point on the texture is in 2D space at any given time? For example, given point (200, 200) on a…
user2393462435
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OpenGL: How to implement an "eraser" tool?

I'm working on a game for the iPhone that has a drawing/paint mechanic involved and I'm having problems trying to create a tool that would erase things already painted. The main problem is that the background being painted on is not a solid color…
Rijnd
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Linux framebuffer viewer

I want to test some text drawing functions on a framebuffer device that is not connected to any physical display. Is there a way to view in real time what I'm drawing to /dev/fb0 ?
user1934513
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Raspberry Pi and framebuffer input with mono

I'm trying to render a bitmap in Memory using mono. This image should be displayed on Adafruits 2.8" touch TFT (320*240). The Programm is developed with Visual Studio 2013 Community Edition. I want to host a ASP.NET Web Api and Show some data on the…
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OpenGL - Why does my fbo/texture remain black?

*I've been trying my very best to implement renderable texture functionality using OpenGL's framebuffering together with the LWJGL library from Java. However, the result that I always get is a 100% **black ** texture.* I'm simply asking for some…
SporreKing
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Render depth to texture

I can't get my depth to render correctly. No errors are thrown, the glCheckFramebufferStatus says it is complete as well. Below is the code, the screen always shows up white. The depth values are not 1, but very very close: EDIT: So I tried…
Kinru
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OpenGL FrameBuffer upside down and bottom right

So I'm making an engine which can use directx10,11 and opengl. So far everything worked well. It can render an image in opengl and directx correctly and both look the same. Now I added rendertargets. Within DirectX it works very well and there is no…
PuRe
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libgdx nested FrameBuffer

I use FBO to render multi pass blur shader in my LevelScreen render method. What I want to achieve is to make a MenuScreen that render the LevelScreen on background applying another blur effect on top of it. here is the pseudo code protected…
Alexandre GUIDET
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Rendering a fullscreen quad using WebGL

I have a framebuffer to which I rendered my scene and now I want to render this to a "fullscreen" quad. How can I set my camera and what should I put in my vertex shader in order to render the framebuffer's texture to the whole screen. I've tried…
Dud
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