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naruto

Frame buffer question

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Hoi gamedev, i have some problems with using frame buffers. is there any examples (online source code) that use frame buffers? i tried to find some but couldn''t find it. thanks

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Which operating system, programming language, compiler?

Check NeHe''s OpenGL Tutorials, they use the frame buffer...

cya,
Drag0n

-----------------------------
"Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the universe trying to build bigger and better idiots. So far, the universe is winning..." -- Rich Cook

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quote:
Original post by Drag0n
Which operating system, programming language, compiler?

Check NeHe''s OpenGL Tutorials, they use the frame buffer...

cya,
Drag0n

-----------------------------
"Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the universe trying to build bigger and better idiots. So far, the universe is winning..." -- Rich Cook


im using windows 2000, visual c++ .net (version 2003) and C++ as programming language. i already checked nehe.gamedev. i will try it again.

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All NeHe tutorials use the doublebuffer. You might want to take a look at the Red Book, a link can be found in the reference section.

cya,
Drag0n

-----------------------------
"Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the universe trying to build bigger and better idiots. So far, the universe is winning..." -- Rich Cook

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aha some tutorials use the depth buffer etc. but is there an example that use all the buffers (color, depth, stencil, accumlation, and the clearing)? write and read from these buffers etc.

it would help me a lot.

thnx

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all the infomation is there in the tutorials (well, maybe not the accum buffer, but until the current generation of cards this wasnt viable anyways as it always caused a switch back to software), you just have to pull it all together

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The only way to write ''directly'' do any given buffer is either a textured primitive or glReadPixels / glDrawPixels / glCopyPixels

What exactly are you trying to do?

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quote:
Original post by WarAmp
The only way to write 'directly' do any given buffer is either a textured primitive or glReadPixels / glDrawPixels / glCopyPixels

What exactly are you trying to do?



well i want to write all the image i want to use into the frame buffers for the cubemap (is not 6 pictures but a lot more that shows that something moves).

i dont know if this is the right way to do this but im still experiment with this.

#edit#
if i dont use the buffers and want to load some images. is it right that the image will be load from the harddrive to the memory of the graphics card and frome there on the imagew wil be retrieved from there? and if so what is the difference between this and using frame buffer? it is not clear for me.

thnx

[edited by - naruto on April 6, 2004 8:44:00 AM]

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