framebuffer

How to you define attaching a texture array to a FBO's color attachment point visually?

风流意气都作罢 提交于 2019-12-24 12:10:38
问题 I read that in layered rendering, we create a 2D texture array (GL_TEXTURE_2D_ARRAY): glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D_ARRAY, TextureColorbufferName); glTexParameteri(.... glTexImage3D(... and can attach it to FBO: glGenFramebuffers(1, &FramebufferName); glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, TextureColorbufferName, 0); What i find hard to understand visually is how can a layer of textures be

OpenCV 2.2 window causes problem on OpenGL

不打扰是莪最后的温柔 提交于 2019-12-24 11:36:29
问题 Here is very simple code .. Only thing is I repeated same code manytimes for detail debug. Detail info: OpenGL version 3.3.0, Window 7 OS and VS2008, OpenCV 2.2.0. RenderObject(); //glPushClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS); Mat image; image.create(screenHeight,screenWidth, CV_8UC3); glReadPixels(0, 0, screenWidth, screenHeight, GL_BGR, GL_UNSIGNED_BYTE, (uchar*)image.data); int error_code1 = glGetError(); // Error Code: 0, NO Error, Also output is good/as expected! glBindFramebufferEXT

Is it possible to determine the size of the default framebuffer using OpenGL only?

孤人 提交于 2019-12-24 05:16:09
问题 I'm currently developing a game engine/framework for a game I intend to develop. I'm designing the system to be as decoupled as possible via abstract classes and dependency injection. Ideally, I'm aiming for each sub-system to not depend on other parts of the engine. In my rendering system, I'd like to provide the ability to reset the viewport and scissor/clipping area to the size of the currently bound target for rendering (Be it an OpenGL FrameBuffer, Direct3D RenderTarget or the default

Can linear filtering be used for an FBO blit of an MSAA texture to non-MSAA texture?

☆樱花仙子☆ 提交于 2019-12-23 16:34:22
问题 I have two 2D textures. The first, an MSAA texture, uses a target of GL_TEXTURE_2D_MULTISAMPLE . The second, non MSAA texture, uses a target of GL_TEXTURE_2D . According to OpenGL's spec on ARB_texture_multisample, only GL_NEAREST is a valid filtering option when the MSAA texture is being drawn to. In this case, both of these textures are attached to GL_COLOR_ATTACHMENT0 via their individual Framebuffer objects. Their resolutions are also the same size (to my knowledge this is necessary when

how to convert 16-bit RGB Frame Buffer to a viewable format?

余生颓废 提交于 2019-12-23 10:58:13
问题 I'm working with someone else's code on a device which can put an image to /dev/fb/0 and show up on video out or send it over the network to a client application. I don't have access to the old source for the client app, but I know the following about the data: 720x480 16-bit RGB (I'm no sure if it's 5,5,5 or 5,6,5) RAW (no headers whatsoever) cat -able to /dev/fb/0 675kb How can I give this a header or convert it to JPEG, BMP, or a RAW type that I could then view in a desktop application?

how to convert 16-bit RGB Frame Buffer to a viewable format?

折月煮酒 提交于 2019-12-23 10:58:10
问题 I'm working with someone else's code on a device which can put an image to /dev/fb/0 and show up on video out or send it over the network to a client application. I don't have access to the old source for the client app, but I know the following about the data: 720x480 16-bit RGB (I'm no sure if it's 5,5,5 or 5,6,5) RAW (no headers whatsoever) cat -able to /dev/fb/0 675kb How can I give this a header or convert it to JPEG, BMP, or a RAW type that I could then view in a desktop application?

Kernel panic using deferred_io on kmalloced buffer

这一生的挚爱 提交于 2019-12-23 04:04:45
问题 I'm writing a framebuffer for an SPI LCD display on ARM. Before I complete that, I've written a memory only driver and trialled it under Ubuntu (Intel, Virtualbox). The driver works fine - I've allocated a block of memory using kmalloc, page aligned it (it's page aligned anyway actually), and used the framebuffer system to create a /dev/fb1. I have my own mmap function if that's relevant (deferred_io ignores it and uses its own by the look of it). I have set: info->screen_base = (u8 __iomem *

Rendering to depth texture - unclarities about usage of GL_OES_depth_texture

旧时模样 提交于 2019-12-22 18:03:17
问题 I'm trying to replace OpenGL's gl_FragDepth feature which is missing in OpenGL ES 2.0. I need a way to set the depth in the fragment shader, because setting it in the vertex shader is not accurate enough for my purpose. AFAIK the only way to do that is by having a render-to-texture framebuffer on which a first rendering pass is done. This depth texture stores the depth values for each pixel on the screen. Then, the depth texture is attached in the final rendering pass, so the final renderer

Render the depth buffer into a texture using a frame buffer

江枫思渺然 提交于 2019-12-22 13:01:03
问题 I am using JOGL, but this question applies to OpenGL in general. There seem to be similar questions lying around, but they are either directed at GLSL code, have to do with copying the contents of a frame buffer, or are a general advice - use frame buffer objects instead of glCopyTexSubImage2D . Question I am doing some shadow mapping. How do I render the depth channel directly to a texture using a frame buffer object? Can you please post a block of code that initializes the texture and the

Add render target to default framebuffer of QOpenGLWidget

我的未来我决定 提交于 2019-12-22 12:52:46
问题 I'd like to add a second render target to the default framebuffer of a QOpenGLWidget. The reason is that I'd like to implement object picking and check whether the user hit an object by rendering a segmentation mask into gl_FragData[1] . Unfortunately, you can only retrieve the GLuint handle from the widget and there is no constructor of QOpenGLFramebufferObject that takes in the handle and there is no other option to retrieve the framebuffer. Is there any possibility to attach another