Questions tagged [frame-buffer]
28 questions
6
votes
1 answer
What is the difference in overlay and framebuffer?
I have been trying to understand display and graphics. I feel that it's hard to make a logical image of the terms. I understand this:
Frame buffer is a dedicated memory that has the image/video/3dimage or video to be shown, in pixel format.
Overlay…
mrigendra
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- 1
- 5
6
votes
1 answer
How can I intercept and filter all frames coming out of SteamVR?
I'm trying to investigate the effect of certain image operations on how VR scenes are perceived. To do this, I'd like to run an off-the-shelf SteamVR application, capture the frames as they come out of the compositor, run a shader or compute kernel…
Dan Hulme
- 6,600
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5
votes
1 answer
Artifacts when gamma correcting
Doing post-process gamma correction is showing texture artifacts, here is a small example on a skybox:
The first image is gamma correcting on the skybox shader and seems correct, the lower is doing it in post-process and has terrible artifacts near…
V.M.
- 53
- 3
4
votes
1 answer
using default depth buffer in off-screen framebuffer
I'm trying to implement Weighted, Blended Order-Independent Transparency
There are three passes:
3D opaque surfaces to a primary framebuffer
3D transparency accumulation to an off-screen framebuffer
2D compositing transparency over the primary…
recp
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- 9
4
votes
3 answers
Why use image load / stores instead of FBOs
One example of Image Load / Stores that I have seen could be done using framebuffers instead of Image Load / Stores. Framebuffers have been available longer in OpenGL and so my question is:
Why would you use Images instead of Framebuffers?
What…
Startec
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3
votes
1 answer
What happens with the framebuffer after the fragment shader is done?
I'm wondering what happens with the framebuffer between the time that the fragment shader is done, and the time when it appears on my screen.
Is my understanding correct if I assume that the framebuffer is in memory on the GPU, which is then copied…
Supernormal
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- 9
3
votes
1 answer
Why do games only allow certain resolutions?
Only a few games have resizable windows when running in full screen mode. All others have a finite fixed set of allowed resolutions. But why? I see some reasons, but none of them seems to be that important to me that would justify such a…
piegames
- 297
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- 9
2
votes
1 answer
Can the framebuffer in OpenGL jargon or its color buffer end up being the one and the same memory location as the one scanned by a display controller?
My understanding is:
the 'framebuffer' in OpenGL is a collection of buffers: many (due to swapping or stereo rendering) color buffers, (only one?) z-buffer and (only one?) stencil buffer;
each OpenGL application has a 'default framebuffer', but can…
user1624691
- 21
- 2
2
votes
1 answer
GBuffer: Framebuffer with different texture format types?
I rely on this answer from Nathan Reed: How much precision do I need in my G-Buffer?
It is proposed to use two different texture formats for one Gbuffer.
However as far as I know, color texture attachments to framebuffer objects must have the same…
MrRabbit
- 55
- 3
2
votes
1 answer
How to capture frames in a MacOS MTKView for recording to a video
I have created a 3D model of a local outdoor performance space and I have an app that uses Metal on MacOS 10.14.2 to display the model. I want to create an animation by flying the camera around the scene, while recording each frame (actually every…
Richard Stover
- 41
- 4
2
votes
0 answers
debugging VGA signal timings for 640x480 @ 60hz
I am trying to get started with implementing a basic display (i.e a simple red screen) onto a VGA monitor by programming a Xilinx spartan3a fpga for the same.
I have studied about the signal timings for a 640x480 @ 60hz display and implemented the…
nalostta
- 21
- 2
2
votes
1 answer
If the OS uses a frame-buffer with potentially different textures being displayed each frame why dont we?
At least on iOS every frame you are likely to get a completely new texture that you need to draw to due to the OS switching between a couple textures each frame.
My question is essentially if the OS feels the need to use multiple textures should we…
J.Doe
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- 22
2
votes
2 answers
LWJGL 3 render to texture offscreen without display
At the moment, I render everything in my OpenGL application to a single framebuffer (color only, no depth buffer). I then go from the texture ID and read out some data to use it. My problem is, in the init, I first init the GLFW window, make it…
piegames
- 297
- 1
- 9
1
vote
1 answer
Weird glColor3f results in framebuffer objects
The code is
glColor3f(1, 1, 1);
gluSphere(gluq, 0.2, 10, 10);
glColor3f(1, 0, 0);
glTranslatef(1, 0, 0);
gluSphere(gluq, 0.2, 10, 10);
In short, when I draw directly to screen, it's correct.
But when I create a framebuffer object, attach a…
seilgu
- 133
- 2
1
vote
1 answer
How can I send custom bitmap to frame buffer?
I was trying to make a CPU-based ray tracer but I know after all the calculation I will end up with an array of pixels. I don't know how to paint it on the screen. What are the various ways to do that? I am using C++ and I am working on Windows 10.…
Ankit singh kushwah
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