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Opengl es 2.0 merge framebuffer object
Opengl es 2.0 merge framebuffer object












  • The information from the framebuffer object is copied to the default framebuffer and then the default framebuffer is rendered.
  • New data is added to the framebuffer object.
  • I thought the onDrawFrame method would look something like this: I suspect that I need render and depth buffers since I would like to retain that information between draws but do not need the texture buffer. I am finding it very difficult to understand how the frame buffer object works, and whether or not I need to create render, depth, and texture buffers. (Later I will reduce the alpha value of the triangles from previous frames to produce a fade effect, but for simplicity sake reuse the previous triangles exactly as they are is fine.) Since I would not clear the frame buffer object, it would retain its rgba values and depths, so that when I add more triangles the next frame, the previous ones would still remain. I have been trying over and over unsuccessfully, so I do not have any code worth showing, although I do have a program that works by drawing to the default framebuffer.ĭuring on draw I would add new triangles to a framebuffer object, and the frame would be copied to the default framebuffer. I had several problems with my frameBuffers not generating correctly and my textures not binding accurately.I am looking for a minimal example where each frame will reuse the triangles from the previous frame. My code works when rendering to the first texture but when I try to generate a new texture to render to, the app stops drawing. I bind a new texture like this: glGenTextures(1, &layers) Īnd then call the drawing method again. The above works OK, however when I want to render to a new texture my application stops drawing any new content. GlDrawArrays(GL_POINTS, 0, (int)vertexCount) GlFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, layers, 0) ĭraw: glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer) GlTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,, , 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL) GlTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) GlTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) GlTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) GlTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

    opengl es 2.0 merge framebuffer object

    GlBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer)

    opengl es 2.0 merge framebuffer object

    GlBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer) GlGenRenderbuffers(1, &viewRenderbuffer) Generate frame buffer, textures, and render buffer: glGenFramebuffers(1, &viewFramebuffer) I draw using GL_POINTS based on the user touch location. What I need to do is render to multiple textures and then render all the textures to view.

    opengl es 2.0 merge framebuffer object

    I am building an iPad app using OpenGL ES 2.0.














    Opengl es 2.0 merge framebuffer object