Jump to content
Sign in to follow this  
  • entries
    455
  • comments
    639
  • views
    424494

*waves arms around*

Sign in to follow this  
_the_phantom_

88 views

OK, so we are going to pretend the last journal entry doesn't infact exist and there is no problem with the FBO code on NV hardware with any filtering levels....

It infact seems to be down to requesting a GL_DEPTH_COMPONENT16 texture for a render buffer, seems it failed in some way and thus the framebuffer wasn't complete... opps... the reason it was there was to try and get around the ATI driver bug, I've since revereted it to GL_DEPTH_COMPONENT and *angelic noise* it all works [smile]

So, with the code debugged a quick note was inserted about generating mipmaps before rendering to the FBO, some thanks added to Rick and off it was sent for editoring [smile]

Next up; FBO and MRT (with GLSL)
I've decided to start this one off showing how to attach multiple textures to an FBO and selecting which one to render to before moving on to MRT related 'stuffs' [smile]

After that, shadow mapping with FBO and GLSL [grin]

Right, I need to produce a time plan for my assignment before I goto bed and given I need to be up at 7:30am tomorrow (joy [sad]) I should probably get the lead out...
Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!