Man, you have a really good voice for these kinds of videos.
@tythedev95823 жыл бұрын
I was dying in need of this video, thank you.
@sian20053 жыл бұрын
Oh me too, thank you very much! 😀
@floretion4 жыл бұрын
Extremely clear and well put- thanks!
@philtype-r8104 жыл бұрын
Is it necessary to use a renderbuffer for depth? Can we just create a 2D texture and bind it to the framebuffer as depth attachment for depth testing? I tried it like this but it did not work (got black screen). Is it because I have to render-to-texture the depth myself if using a texture? EDIT: nevermind, i forgot to bind the texture
@JadeWinters022 жыл бұрын
You actually rarely use texture wrapping for color buffers as they're not needed.
@xr.spedtech Жыл бұрын
What a lovely voice... You watch coreteks ? He has a lovely voice too ...
@umeraziz9895 Жыл бұрын
If I want to change the blur effect how I can change it ?
@yasinalbayrak2744 Жыл бұрын
How can I do Post Processing in Transparent window?
@nickcalabrese48292 жыл бұрын
Super helpful video.
@paradigmshift032 жыл бұрын
Hey Brian, thanks so much for this informative video. I was wondering if rendering to a framebuffer maintains anti-aliasing? If not, is there a more straightforward way to enable anti-aliasing than having to render to a multi-sampled texture?
@undeadpresident2 ай бұрын
I can't get this to work. I can render to the default buffer only. I'm not getting any errors, and framebuffer is complete. I'm using DSA functions. Any tips?
@abdul4515Күн бұрын
You have to bind the framebuffer that you want to render to before you render to it.
@undeadpresidentКүн бұрын
@@abdul4515lol yeah tried that ofc. The problem turned out to be the FBO's texture format. I needed a different macro, GL_RGBA8 instead of GL_RGBA in the glTextureStorage2D function.
@abdul4515Күн бұрын
@@undeadpresident Yeah, the texture formats of framebuffers are a nightmare. And you have to change that format depending on what you're using the framebuffer for. I am glad that you have figured it out!
@undeadpresidentСағат бұрын
@ thanks. Yeah I was stuck for several days checking just about everything else before I realized it was the format. A nightmare indeed! On the flip side, I recently began using AI to help explain the stuff. It makes it so much easier to understand than using the documentation alone, wish I tried it sooner.
@GabrielPiveta4 жыл бұрын
nice tutorial
@Poger-m2h4 жыл бұрын
greate tuttorial
@andrewfeldman67642 жыл бұрын
I had a lot of issues when trying to do this with objects that have textures. This was my fix: //drawing // the fix glActiveTexture(GL_TEXTURE0); glBindFramebuffer(GL_FRAMEBUFFER, 0); glDisable(GL_DEPTH_TEST);