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
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?
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?
@@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.
@@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!
@ 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.
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);
Man, you have a really good voice for these kinds of videos.
I was dying in need of this video, thank you.
Oh me too, thank you very much! 😀
Extremely clear and well put- thanks!
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
What a lovely voice...
You watch coreteks ?
He has a lovely voice too ...
Super helpful video.
If I want to change the blur effect how I can change it ?
How can I do Post Processing in Transparent window?
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?
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?
You have to bind the framebuffer that you want to render to before you render to it.
@@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.
@@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!
@ 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.
nice tutorial
greate tuttorial
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);