Re: Depth buffer attachment problem
Ian Mallett <[email protected]> Mon, 24 Feb 2014 13:58:09 -0700
| Newsgroups | gmane.comp.python.opengl.user |
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| Message-ID | <CAG4NV=t-FEZh389bQ3YSGSCSk8bjDpCjNRXMWgZtUUUfE=VO_w@mail.gmail.com> |
On Mon, Feb 24, 2014 at 1:40 PM, Nicolas Rougier <[email protected]>wrote: > Direct rendering (without framebuffer): > http://www.loria.fr/~rougier/tmp/without-fbo.png > Indirect rendering (with framebuffer): > http://www.loria.fr/~rougier/tmp/with-fbo.png > This doesn't look FBO-related; it looks like a difference in rendering. FBO errors tend to have nothing work, not have the rendering look incorrect. I cannot provide a simple example since the example comes from a project > (vispy). If anyone have a simple glut based example showing framebuffer > rendering (with depth buffer) such as cube rendered on cube, that could > help. > I have a simple FBO class implemented. It is used in several of my projects (e.g. my GLSL game of life implementation<http://geometrian.com/programming/projects/index.php?project=Game%20of%20Life>). You can use it as a reference. As before though, it looks like some broken matrices or shading--not a FBO issue. Ian ------------------------------------------------------------------------------ Flow-based real-time traffic analytics software. Cisco certified tool. Monitor traffic, SLAs, QoS, Medianet, WAAS etc. with NetFlow Analyzer Customize your own dashboards, set traffic alerts and generate reports. Network behavioral analysis & security monitoring. All-in-one tool. http://pubads.g.doubleclick.net/gampad/clk?id=126839071&iu=/4140/ostg.clktrk _______________________________________________ PyOpenGL Homepage http://pyopengl.sourceforge.net _______________________________________________ PyOpenGL-Users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/pyopengl-users