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Type: Posts; User: Necreia

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  1. Okay... I figured it out. Here's a working code...

    Okay... I figured it out. Here's a working code example:


    unsigned short mDisplayHeight = 1000;
    unsigned short mDisplayWidth = 1600;
    int mVideoFlags;

    // Init SDL
    ...
  2. Conceptually, that makes perfect sense. But it...

    Conceptually, that makes perfect sense. But it looks like I'm running into the same problem I had originally when I apply it. See here for an example. I manually set the second (intermediate) FBO...
  3. Hmm, well-- this does still leave me with a...

    Hmm, well-- this does still leave me with a question. How do I perform this sort of logic with different sized framebufferobjects? If I flip the intermediate Texture to 512x512, I can't get it to...
  4. Good catch. After some tinkering and your...

    Good catch. After some tinkering and your direction, it now works. So that googlers can pull up a working example-- this works:


    uint16 mDisplayHeight = 1000;
    uint16 mDisplayWidth =...
  5. Having trouble with 2nd layer / nested FrameBufferObjects

    I'm trying to render to a FrameBufferObject, and then render that to another FrameBufferObject. Since I couldn't get it working in my game engine, I ran out to the net and cobbled together a really...
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