OpenGL - Framebuffer Objects

Поделиться
HTML-код
  • Опубликовано: 9 фев 2025

Комментарии • 18

  • @Chimponaut
    @Chimponaut 4 года назад +11

    Man, you have a really good voice for these kinds of videos.

  • @tythedev9582
    @tythedev9582 3 года назад +7

    I was dying in need of this video, thank you.

    • @sian2005
      @sian2005 3 года назад

      Oh me too, thank you very much! 😀

  • @floretion
    @floretion 4 года назад +3

    Extremely clear and well put- thanks!

  • @philtype-r810
    @philtype-r810 4 года назад +3

    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

  • @xr.spedtech
    @xr.spedtech Год назад

    What a lovely voice...
    You watch coreteks ?
    He has a lovely voice too ...

  • @nickcalabrese4829
    @nickcalabrese4829 2 года назад

    Super helpful video.

  • @umeraziz9895
    @umeraziz9895 Год назад

    If I want to change the blur effect how I can change it ?

  • @yasinalbayrak2744
    @yasinalbayrak2744 2 года назад

    How can I do Post Processing in Transparent window?

  • @paradigmshift03
    @paradigmshift03 2 года назад

    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 3 месяца назад

    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 29 дней назад

      You have to bind the framebuffer that you want to render to before you render to it.

    • @undeadpresident
      @undeadpresident 28 дней назад

      @@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 28 дней назад

      @@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 27 дней назад

      @ 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 5 лет назад +1

    nice tutorial

  • @Poger-m2h
    @Poger-m2h 4 года назад

    greate tuttorial

  • @andrewfeldman6764
    @andrewfeldman6764 2 года назад

    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);