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: vampcat

Search: Search took 0.00 seconds.

  1. Replies
    8
    Views
    472

    Apparently, setting the GL_TEXTURE_MAG_FILTER and...

    Apparently, setting the GL_TEXTURE_MAG_FILTER and GL_TEXTURE_MIN_FILTER to GL_NEAREST is essential for the FS to be able to read depth texture.

    And with that, I believe my problem is solved.
    ...
  2. Replies
    8
    Views
    472

    Before reading from the variable in FS, i already...

    Before reading from the variable in FS, i already call `glBindFramebuffer(GL_FRAMEBUFFER, 0);` , which should set the read and write buffer to null. However, for the sake of thoroughness, I also...
  3. Replies
    8
    Views
    472

    Yeah, no errors. Again, yes. No. From...

    Yeah, no errors.


    Again, yes.


    No. From what I understand, I have to bind my fbo before reading the depth value, and that is exactly what I do - fbo.bind(), which is a wrapper for...
  4. Replies
    8
    Views
    472

    Ah, sorry for the ambiguity. What I mean is,...

    Ah, sorry for the ambiguity.

    What I mean is, the value read in the FS is always 0. (Pure 0, I've verified this. No linearizing shenanigans.)

    glReadPixels, on the other hand, gives the proper...
  5. Replies
    8
    Views
    472

    Cannot read from depth buffer in FS

    Hello!

    I've recently started work on a game engine, but I've run into a slight hiccup - I cannot get my fragment shader to read a depth texture. Just to be clear, the fragment shader can read from...
Results 1 to 5 of 5