So this is what I\'m trying to do. I\'m trying to make a 2d game using LWJGL that has a dynamically generated terrain using images as tiles. It works fine, but when I try to do a zoom, the tiles get a
I\'m confused.To use the Framebuffer Object extension (FBO) in OpenGL 1.x on Windows, which of these do I use?:
I had this problem for some time, and I couldn\'t find a solution. Here I initialize the Framebuffer: //Initialize buffers
For offscreen rendering to a texture, I\'m attaching at the attachment GL_COLOR_ATTACHMENT0 a texture defined by
Situation: Generating N samples of a shape and corresponding edges (using Sobel filter or my own) with different transformations and rotations, while viewport (size=600*600) and camera remain constant
I saw many examples on the web (for example) which do the following Create and Bind FBO Create and Bind BUFFERS (texture, render, depth, stencil)
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:
I\'m getting out of memory errors when creating a large (2^13) framebuffer object in PyOpenGL/PyQt: width = 8192
I want to to run several shaders one after the o开发者_如何学Pythonther (mostly image processing), the output of one being the input of the following. I wonder if there\'s a performance gain to use on
Assuming mipmapping is desirable: I call glGenerateMipmapEXT(GL_TEXTURE_2D); when I first allocate the render target for my FBO.Do I have to call this again when I\'ve completed rendering to it to co