OpenGL - Framebuffer Objects

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Brian Will

Brian Will

Күн бұрын

Пікірлер: 19
@Chimponaut
@Chimponaut 4 жыл бұрын
Man, you have a really good voice for these kinds of videos.
@tythedev9582
@tythedev9582 3 жыл бұрын
I was dying in need of this video, thank you.
@sian2005
@sian2005 3 жыл бұрын
Oh me too, thank you very much! 😀
@floretion
@floretion 4 жыл бұрын
Extremely clear and well put- thanks!
@philtype-r810
@philtype-r810 4 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
@JadeWinters02
@JadeWinters02 2 жыл бұрын
You actually rarely use texture wrapping for color buffers as they're not needed.
@xr.spedtech
@xr.spedtech Жыл бұрын
What a lovely voice... You watch coreteks ? He has a lovely voice too ...
@umeraziz9895
@umeraziz9895 Жыл бұрын
If I want to change the blur effect how I can change it ?
@yasinalbayrak2744
@yasinalbayrak2744 Жыл бұрын
How can I do Post Processing in Transparent window?
@nickcalabrese4829
@nickcalabrese4829 2 жыл бұрын
Super helpful video.
@paradigmshift03
@paradigmshift03 2 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?
@undeadpresident
@undeadpresident 2 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?
@abdul4515
@abdul4515 Күн бұрын
You have to bind the framebuffer that you want to render to before you render to it.
@undeadpresident
@undeadpresident Күн 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.
@abdul4515
@abdul4515 Күн 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!
@undeadpresident
@undeadpresident Сағат 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.
@GabrielPiveta
@GabrielPiveta 4 жыл бұрын
nice tutorial
@Poger-m2h
@Poger-m2h 4 жыл бұрын
greate tuttorial
@andrewfeldman6764
@andrewfeldman6764 2 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);
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