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Latest Framebuffer Activity

I think most games querry what the GPU and connected displays are capable off.

Doom for example just has a separate switch for aspect ratios in the list and then sorts the supported resolutions based of of that. Other games just list all of them and let the user decide.

Most games nowadays just choic…

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enigma_dev
April 09, 2022 02:23 PM
DevBlog 22 - Tighten Up The Graphics (Adding HDR, Bloom, Normal Maps, and more) [OpenGL 3.3]



I've refactored the rendering system in my engine.

The old way of rendering was complete in SDR.  

In this update I created a separate off screen framebuffer that everything is rendered to first.

This offscreen framebuffer is a float framebuffer, and can store values outside of the normal [0,1] r…

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So I took a look at my ui vertex shader

#version 450 core

layout (location = 0) in vec2 vertex;
layout (location = 1) in vec2 uv;
layout (location = 2) in mat4 instanceM;

out VS_OUT {
 vec4 FragPos;
 vec2 FragUV;
} vs_out;

uniform mat4 M;
uniform mat4 P;
uniform bool instanced = false;

void main…
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OpenGL not rendering all VertexBuffers when using FrameBuffer

This is happening because the VAO for the last object drawn is still bound when you draw the FBO to the screen.  The vertex array state you set up at this time therefore overwrites the state for that last object saved in the VAO and you lose the state for the last object.

To resolve, just bind …

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