Re: Depth buffer attachment problem

Nicolas Rougier <[email protected]> Mon, 24 Feb 2014 22:21:41 +0100
Newsgroups gmane.comp.python.opengl.user
Message-ID <[email protected]>
Thanks a lot. I will start with the example by Mike and your class as well.
If I do not find the bug, I will try to write the most simple example I can and come back here.


Nicolas


On 24 Feb 2014, at 21:58, Ian Mallett <[email protected]> wrote:

> 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). 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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