Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: Alphaomega86

Search: Search took 0.00 seconds.

  1. Ok, i got it. It was really pretty simple :) It...

    Ok, i got it. It was really pretty simple :)
    It seams to look right:
    1052

    My Vertex Shader:

    #version 120

    varying vec3 position;
    varying vec3 normal;
  2. Ok, i removed the 'GL_DEPTH_ATTACHMENT'. The...

    Ok, i removed the 'GL_DEPTH_ATTACHMENT'.

    The problem is, all i know is, that i need to render the normal data into a framebuffer. But i have no idea if this is a post processing fragment shader,...
  3. Anyone here who can reference me to a normal...

    Anyone here who can reference me to a normal render tutorial?
  4. Thanks for your answer! 1.) I use...

    Thanks for your answer!

    1.) I use "GL_COLOR_ATTACHMENT1" and not "GL_COLOR_ATTACHMENT0". i need "GL_COLOR_ATTACHMENT0" for the color texture.
    2.) I use glDrawBuffers in the following way:
    Pseudo...
  5. How to render normals to texture via FBO?

    Hallo!

    One question. How can i render normals to a texture with a FBO?
    I currently use this code:

    normaltexture = glGenTextures();
    glBindTexture(GL_TEXTURE_2D, normaltexture);...
Results 1 to 5 of 5