mullikine

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About mullikine

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  1. Framebuffer Object

    Now that I have the framebuffer working, I've run into a harder problem. I'm rendering a bunch of polygons and textures to a single texture via the framebuffer as follows. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FBO); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texture, 0); glClearColor(0.0f, 0.0f, 1.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); for (int i = 0; i < nbits; i++) { bits[i]->draw(); } glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); The problem is when I try to use this texture it disregards the alpha value of glClearColor and always comes out opaque. The code above will result in a texture which has a blue background for example. If I comment out bits[i]->draw(); I'll get a solid blue texture. First of all, is what I'm trying to accomplish even possible? Thanks in advance
  2. Framebuffer Object

    Thanks karwosts! This is pointed me in the right direction.
  3. Framebuffer Object

    Hi everyone, I need some help trying to set up a framebuffer object. I have this in my header: #define GL_GLEXT_PROTOTYPES #include <GL/gl.h> #include <GL/glu.h> #include <gl/glext.h> #include <gl/wglext.h> I have this in my code: unsigned int myFBO; glGenFramebuffersEXT(1, &myFBO); However, VC is giving me this error: unresolved external symbol _glGenFramebuffersECT@8 [Edited by - mullikine on May 17, 2010 1:22:00 AM]