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  1. Re: FBO issue: glViewport set, only draws one part

    I'm sorry but no test case adequately reproduces the problem. Sometimes you cannot use that method, though it applies a majority of the time.
  2. Re: FBO issue: glViewport set, only draws one part

    ZbuffeR: working on NVIDIA, I believe it also happens on my ATI but don't have time to test right now.

    Alfonse Reinheart: Because I need help and it's not clear if this is a newb or not question....
  3. FBO issue: glViewport set, only draws one part

    Note: this message is cross-posted in OpenGL coding: Advanced. Please help, it's a [B]stumper

    I have only ever been able to get FBOs working when they are 512x512 or display WxH, mainly because...
  4. FBO issue: glViewport set, only draws one part

    Note: this message is cross-posted in OpenGL coding: Advanced. Please help, it's a [B]stumper

    I have only ever been able to get FBOs working when they are 512x512 or display WxH, mainly because...
  5. Re: Trying in vain to get a VBO implementation working

    This problem was solved when I noted that count did not include the right value. Also, glDrawElements() was used in the render and I switched to glDrawRangeElements()
  6. Re: Trying in vain to get a VBO implementation working

    Still trying to get this one solved.
  7. Re: Trying in vain to get a VBO implementation working

    TCs are calculated for this test with "poots mapping" -- not that it matters because I'm not providing any texture.

    Render segment:


    void Render() {
    // glDisable(GL_CULL_FACE);
    ...
  8. Trying in vain to get a VBO implementation working

    I've wrestled with VBOs for quite some time, never satisfactorily implementing a class in C++ that handles the basic "VNT" VBO (one which most readily replaces immediate mode).

    I have read almost...
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    Re: What are the limitations of FBO?

    V-man: I don't know why you would "think" I "think" that, since in the other thread I'm attaching Color Texture and RBO Depth.
  10. Re: FBO glClear not clearing the entire texture

    Why does glOrtho, glViewport etc called on the FBO not do what is expected?
  11. Re: FBO glClear not clearing the entire texture

    That's fixed but the other problems still persist.
  12. Re: FBO glClear not clearing the entire texture

    BionicBytes: one problem is I am making FBOs bigger than the screen, is that an issue?

    Other problem is I could move them around but the glOrtho and glViewport settings don't make sense like in...
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    Re: What are the limitations of FBO?

    You must support GL_ARB_rectangle and GL_EXT_npov for non-power-of-two or rectangular FBO.
  14. Replies
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    2,326

    Re: What are the limitations of FBO?

    FBOs cannot go larger than screen size?
  15. Re: FBO glClear not clearing the entire texture

    http://www.gudagi.com/OGL/fbosizes.png

    Note that the 1024x1024 is correctly compensated for. The above is what happens when I attempt to use this code:


    FBOColorDepth...
  16. Re: FBO glClear not clearing the entire texture

    This was a scissor issue

    I fixed part of it by doing:

    // Renders a test pattern on the fBO
    void RenderTestSceneOnFBO() {
    // bool scissorState=scissors.enabled;
    // if ( scissorState )...
  17. Re: FBO glClear not clearing the entire texture

    Another couple notes:

    1) framebuffer calls with EXT have been removed from my code
    2) here is how i create/init the RBO depth buffer:



    //Create a renderbuffer object to store depth info
    ...
  18. Re: FBO glClear not clearing the entire texture

    Output from the program start:

    GL_ARB_framebuffer_object is present, and:
    GL_ARB_framebuffer_blit is not supported.
    Multisampling disabled.
    NPOT textures are supported....
  19. FBO glClear not clearing the entire texture

    I'm having this trouble and I've spent several days trying to figure it out.

    I have a Framebuffer Object, and I have extensively tested it for a wide variety of issues, however I cannot find any...
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