Re: [PyOpenGL-Users] Depth buffer attachment problem
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From: Nicolas R. <Nic...@in...> - 2014-02-24 21:21:52
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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 <ia...@ge...> wrote: > 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). 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 > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users |