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Type: Posts; User: livin_amuk

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  1. The only relevant consideration in real time...

    The only relevant consideration in real time rendering is speed right, so you're saying this is a good approach?



    I am rendering depth cubemaps for 8 point light sources, and storing each...
  2. I figured it'd be a safe assumption, guess I'm...

    I figured it'd be a safe assumption, guess I'm still a novice. Not here to screw around though, I'll be more explicit in the future.



    Thank you. Is this something that has to be done during the...
  3. I think I need to back up a bit here... ...

    I think I need to back up a bit here...

    Currently I am:
    1. Using glClear() to clear an entire cubemap array.
    2. Rendering a bunch of cubemaps into the array.

    What I am trying to achieve is...
  4. Unless I'm misunderstanding you, glClear() is...

    Unless I'm misunderstanding you, glClear() is useless for me here because it wipes the entire FBO, thus the entire cubemap array.

    glClearTexSubImage() is working for me, in other words it's...
  5. Thank you mhagain, that is working. It's clearing...

    Thank you mhagain, that is working. It's clearing the color attachment, it seems I have to manually clear the attached depth buffer? Is this correct?
  6. I was slow at editing my reply above and didn't...

    I was slow at editing my reply above and didn't see this, I read through that documentation but couldn't see what I'm after however.

    The updated code above actually works, but only clears the...
  7. Ah right that clears it up, level is "mipmap...

    Ah right that clears it up, level is "mipmap level".

    I couldn't find any documentation for glFramebufferTextureFace. Despite returning an InvalidOperation error, this is actually working and...
  8. The cubemap array contains 8 cubemaps, I'm trying...

    The cubemap array contains 8 cubemaps, I'm trying to clear only the one at index 2, except it's wiping the lot.


    int layer = currentShadowMap;
    int texture = shadowMapArray.FBO_handle;
    int level...
  9. No, there is not some reason why I can't use...

    No, there is not some reason why I can't use glClearTexSubImage. I'll give it another try. I mentioned it on StackOverflow but nobody acknowledged it, instead referring me to...
  10. Clear a single cubemap in a cubemap Array

    I need to clear a specific cubemap layer within a cubemap array. I think this may be achievable with glFramebufferTextureLayer, and below is my attempt, but it is still clearing the entire cubemap...
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