Re: [PyOpenGL-Users] Depth buffer attachment problem
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From: Ian M. <ia...@ge...> - 2014-02-24 20:58:31
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On Mon, Feb 24, 2014 at 1:40 PM, Nicolas Rougier <Nic...@in...>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 |