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shwasasin

Member Since 08 Sep 2006
Offline Last Active Today, 11:14 AM
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Topics I've Started

Hardware Depth Cube FBO's

21 January 2013 - 10:20 PM

Hey Everyone,

I've been reading throughout gd.net and Google about hardware depth cubes (rendered from an FBO) and how they are both hardware supported (or not) depending on which threads I read, and which GL/Shader/Extensions versions I am targeting. I'm targeting GL2.0 (GLSL 120) at the moment, and wondering if that's too low hardware requirement for them to be typically supported?

 

I'm trying to gather metrics at the moment to figure out if it's worth switching to GL3 (most likely 3.2), or not. I'm also wondering if it's just the depth texture lookup that's not supported or the sheer rendering to each of the six cube faces that's not supported for depth cubes? This is all leading up to getting omni-directional shadow mapping to work (ideally on an NVidia 8800 min-spec system), so any thoughts or links to papers/examples are appreciated.

 

Thanks!

 


Wrong faces displaying gDebugger(FBO/CubeMap)

11 January 2013 - 10:15 PM

Hey Folks,

For the last few weeks I've been working on omni-directional shadow-mapping for my game. I've noticed that gDebugger is showing all six faces of my FBO CubeMap as the exact same texture data, even though I have verified that each camera direction is set up correctly and working normally. I use FBO's (2d) throughout my game for lighting, cartoon edging, as well as post-fx so I'm fairly confident it's implemented okay (though there could be something wrong), no framebuffer status errors have occurred and gDebugger hasn't tripped with any errors so I'm at a loss. I've even tried attaching each face as a separate color attachment then using glDrawBuffer to activate each one as I run through my 6 rendering passes and that has produced the same results.

 

I am targeting OpenGL 2.0, so I cannot use FBO Layering/GeoShaders, so I was wondering if anyone has any pointers on the subject? Is there any settings that if (not)set will copy/render the scene to all 6 faces? I'm more than happy to post some code (specifics would be appreciated only because the code is scattered through numerous files). I have to admit it's pretty much the same as every post I've seen on gd.net about fbo's/cube maps (although I seem to be missing the special sauce and cannot see it). I've tested this with an Intel HD Graphics 4000, NVidia 660M (Optimus technology) both of which produce this issue so it's definitely something I'm (not)doing.

 

Any suggestions are appreciated. Thanks!


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