Re: Depth buffer attachment problem

Ian Mallett <[email protected]> Mon, 24 Feb 2014 13:58:09 -0700
Newsgroups gmane.comp.python.opengl.user
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

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