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 an
I\'m considering refactoring a large part of my rendering code and one question popped to mind: Is it possible to render to both the screen and to a texture using multiple color attachments in a Frame
I would like to see an example of rendering with nVidia Cg to an offscreen frame buffer object. T开发者_开发问答he computers I have access to have graphic cards but no monitors (or X server). So I wa
I\'m currently trying to implement in OpenGL image processing algorithms. I would like to successively use several shaders in order to perform several filters (Sobel Gaussian,...).
I\'m trying to get MRT working in OpenGL to try out deferred rendering. Here\'s the situation as I understand it.
I\'m trying to perform hidden line removal using polygon offset fill. The code works perfectly if I render directly to the window buffer but fails to draw the lines when passed through a FBO as shown
Haskell is about computation by calculation of values. DisplayLists / FBOs / VBOs are very very stateful by nature. I.e. \"give me a display list /开发者_运维问答 buffer object\".
I wonder since a long time what would be the best way to handle OpenGL FrameBuffer Objects (FBO). Switching FBOs can be costly but defining new attachments too.
Apparently frame buffers are fast and the best way to render offscreen to textures or to simply pre-create things.
I have a huge problem with using FBO. I have a multi-pass display using FBOs and multitexturing. Everything seems to work fine until the end of first execution of display.