cout<<"Framebuffer is not complete.\n"<<endl ; } 这里需要注意的是,一定要加 glDrawBuffer(GL_NONE) ; glReadBuffer(GL_NONE) 。分别告诉opengl没有缓冲区接受或者读取颜色数据。因为我们需要的是深度数据。如果没有这两句,那么返回的result是not complete。 曾经尝试过使用 glTexImage2D 中使用 GL_RGB ...
printf("Framebuffer is complete.\n"); }else{ printf("Framebuffer is not complete.\n"); } glBindFramebuffer(GL_FRAMEBUFFER,0); } FBO只包含一个单一纹理附加到深度buffer上。GL_TEXTURE_WRAP_* 环绕模式设置成 GL_CLAMP_TO_BORDER.当一个片元处于shadow map 的外边(outside of the lights' frutu...
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texId,0);//检查帧缓冲是否完整if(glCheckFramebufferStatus(GL_FRAMEBUFFER) !=GL_FRAMEBUFFER_COMPLETE) std::cout<<"ERROR::FRAMEBUFFER:: Depth CubeMap is not added to FrameBuffer correctly!"<<std::endl;elsestd::cout <<"Successful:: Dep...
var GL_FRAMEBUFFER_BINDING: Int32 var GL_FRAMEBUFFER_BINDING_OES: Int32 var GL_FRAMEBUFFER_COMPLETE: Int32 var GL_FRAMEBUFFER_COMPLETE_OES: Int32 var GL_FRAMEBUFFER_DEFAULT: Int32 var GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: Int32 var GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_OES: Int32 var GL_FRA...
GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB...
voidOnUpdate(floatdelta)override{t+=delta;if(Hazel::Input::IsMouseButtonPressed(0)){transform=glm::rotate(transform,delta,{0.0,1.0,0.0});}m_cameraController.OnUpdate(delta);glBindFramebuffer(GL_FRAMEBUFFER,frameBuffer);Hazel::RenderCommand::Clear();for(automodel:m_models){model->m_Shader=...
( the old renderer ) it plays ok, and all the textures display correcly, but if I set the shadow mapping to true I have to quit the game via "quit" in the console because the game gets to an unplayable refresh rate ( much more than a second per frame). and I see all the ...
It is difficult to perform true HDR rendering for PC GPUs before the DirectX 8 generation which most current consoles use, as these render only to 16 million-color framebuffers containing 8-bit RGB channels. (Technically it is not impossible but it would be too slow to be of any practical...
Texture,0);// Check if all worked fine and unbind the FBOGLenumstatus=glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);if( status!= GL_FRAMEBUFFER_COMPLETE_EXT)thrownew std::exception("Can't initialize an FBO render texture. FBO initialization failed.");glBindFramebufferEXT(GL_FRAMEBUFFER_...
12.The method of claim 11 further comprising, in the event said difference is detected, the step of mapping a first and second set of delta image pixels to a framebuffer of said at least one projector for said corrective adjustment; and wherein said at least one projector has an unobstruct...