framebuffer

glGenFramebuffers() access violation when using GLFW + GLEW

╄→гoц情女王★ 提交于 2021-02-19 03:39:07
问题 I am getting this error: "Access violation executing location 0x00000000." when I use GLFW + GLEW on Windows. I am using Windows 7. I also have my own implementation (from scratch) that that creates a window, initializes OpenGL context, initializes GLEW, etc... and everything works fine. So of course my video card has the Frame Buffer capability and everything is pretty fine with the drivers... the problem only happens when I try to use GLFW. Any suggestion? The code: void start() { if(

Show an image with omxiv direct from memory on RPI

亡梦爱人 提交于 2021-02-13 17:29:31
问题 I want to create an image in PILLOW and show it on the screen on the Raspberry Pi with for example omxiv direct from memory without saving it to the memory card, something like this: Python 2.7: from PIL import Image import os img = Image.new('RGB', size=(150, 50), color=(0, 0, 255)) .... im_file = ???? os.system('omxiv im_file') Can anybody tell me how to do this? 回答1: I did some experiments with the framebuffer on my Raspberry Pi 4. Here is what I managed to work out... You can get the

Show an image with omxiv direct from memory on RPI

喜欢而已 提交于 2021-02-13 17:27:03
问题 I want to create an image in PILLOW and show it on the screen on the Raspberry Pi with for example omxiv direct from memory without saving it to the memory card, something like this: Python 2.7: from PIL import Image import os img = Image.new('RGB', size=(150, 50), color=(0, 0, 255)) .... im_file = ???? os.system('omxiv im_file') Can anybody tell me how to do this? 回答1: I did some experiments with the framebuffer on my Raspberry Pi 4. Here is what I managed to work out... You can get the

Texture does not fit in the square - OpenGL

老子叫甜甜 提交于 2021-02-08 08:32:51
问题 I am trying to create a square and put a red circle middle of it. As you can see in the simple vert I map (-1, 1) range to (0,1) range: coord = position.xy*0.5 + vec2(0.5,0.5); If you look at the simple.frag, there is this line: if(abs(length(coord - vec2(0.5,0.5))) < 0.3) Thus I am expecting red circle at the middle of square. However this happens: The center of circle is beyond of (0.5, 0.5). If I change that line to this: if(abs(length(coord - vec2(0.0,0.0))) < 0.3) Output is: The center

Texture does not fit in the square - OpenGL

不羁的心 提交于 2021-02-08 08:32:25
问题 I am trying to create a square and put a red circle middle of it. As you can see in the simple vert I map (-1, 1) range to (0,1) range: coord = position.xy*0.5 + vec2(0.5,0.5); If you look at the simple.frag, there is this line: if(abs(length(coord - vec2(0.5,0.5))) < 0.3) Thus I am expecting red circle at the middle of square. However this happens: The center of circle is beyond of (0.5, 0.5). If I change that line to this: if(abs(length(coord - vec2(0.0,0.0))) < 0.3) Output is: The center

OpenGL 3.0 Framebuffer outputting to attachments without me specifying?

本小妞迷上赌 提交于 2020-12-26 08:33:18
问题 Ok so I have a framebuffer with a bunch of attachments attached. The attachments are Color, Bloom, Velocity and Depth. I start by clearing the framebuffer to the values of my choosing with the following code. // Clear Color Buffer float colorDefaultValue[4] = { 0.5, 0.5, 0.5, 1.0 }; glClearBufferfv(GL_COLOR, 0, colorDefaultValue); // Clear Bloom Buffer float bloomDefaultValue[4] = { 0.0, 0.0, 1.0, 1.0 }; glClearBufferfv(GL_COLOR, 1, bloomDefaultValue); // Clear Depth Buffer float depth[1] = {

OpenGL 3.0 Framebuffer outputting to attachments without me specifying?

旧街凉风 提交于 2020-12-26 08:33:17
问题 Ok so I have a framebuffer with a bunch of attachments attached. The attachments are Color, Bloom, Velocity and Depth. I start by clearing the framebuffer to the values of my choosing with the following code. // Clear Color Buffer float colorDefaultValue[4] = { 0.5, 0.5, 0.5, 1.0 }; glClearBufferfv(GL_COLOR, 0, colorDefaultValue); // Clear Bloom Buffer float bloomDefaultValue[4] = { 0.0, 0.0, 1.0, 1.0 }; glClearBufferfv(GL_COLOR, 1, bloomDefaultValue); // Clear Depth Buffer float depth[1] = {