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Type: Posts; User: Petwoip

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  1. I assumed glfwSwapBuffers would stall the CPU...

    I assumed glfwSwapBuffers would stall the CPU until the buffers finished swapping, but I can see how that assumption is faulty. However, one thing I still can't explain is having an unavailable query...
  2. Timer query result unavailable after swap buffers call

    I'm using OpenGL timers to benchmark some of the render stages in my program. Each render stage has its own query object and is rendered independently of the other stages.

    My code looks something...
  3. Interpolation with alpha during texture sampling

    My problem is best explained with a picture:
    884

    By default OpenGL interpolates all four texture channels, which is why the sampled value gets darker. I'm wondering if there is an automatic way...
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    Re: Light-emitting objects

    I think 8 lights is a guideline, not necessarily a limit.

    Typically, lights are not represented as physical objects. You might put a light inside a plain white object to create the illusion of a...
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    Re: Framebuffer: Color and depth at same time

    Ok, I understand FBOs better now. I appreciate all the help.
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    Re: Framebuffer: Color and depth at same time

    Thanks. Would this let me write to the color and depth textures in the same render call?
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    Re: Framebuffer: Color and depth at same time

    Ok, that is what I meant. Is there a way to write color and depth data to a single FBO? If not, is there a way to write each to a separate FBO but do so at the same time?
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    Re: Framebuffer: Color and depth at same time

    I'm looking at glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo) and I get the sense that only one FBO can bound for drawing at a time. I need to create a depth FBO and a color FBO, and I'm wondering if I...
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    Framebuffer: Color and depth at same time

    Is it possible to draw to a color and depth buffer at the same time (using the same shader)? I have a feeling the answer will be no, but maybe there are some tricks I don't know about.
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