-
FBO problems - youtube Link added ....
<a href="http://www.youtube.com/watch?v=-P3OAdEM_uI"> YouTube Video Link </a>
I'm trying to implement Deferred Shading. I get the current result above when I render my terrain Fixed Function to a FBO. Then I draw a full screen quad Fixed Function of the FBO texture to the screen. At first I thought it was the fact that I used GL_LINEAR, but since I ahve changed it to GL_NEAREST and I still get the same result.
ANy help is appreciated...
I have a post on gamedev stating more about the problem.
Thanks in advance
<a href="http://www.gamedev.net/community/forums/topic.asp?topic_id=508139"> GameDev Post </a>
-
Advanced Member
Frequent Contributor
Re: FBO problems - youtube Link added ....
I think its a form of depthbased z-fighting and It looks like your not culling the back faces.
as for the depth texture you referred to on gamedev, try GL_DEPTH_COMPONENT24 instead of GL_RGBA.
-
Re: FBO problems - youtube Link added ....
thanks........you solved by problem.
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules