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OpenGL - Framebuffer Objects 

Brian Will
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4 сен 2024

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Комментарии : 14   
@Chimponaut
@Chimponaut 4 года назад
Man, you have a really good voice for these kinds of videos.
@tythedev9582
@tythedev9582 3 года назад
I was dying in need of this video, thank you.
@sian2005
@sian2005 2 года назад
Oh me too, thank you very much! 😀
@floretionguru2977
@floretionguru2977 4 года назад
Extremely clear and well put- thanks!
@nickcalabrese4829
@nickcalabrese4829 Год назад
Super helpful video.
@JadeWinters02
@JadeWinters02 2 года назад
You actually rarely use texture wrapping for color buffers as they're not needed.
@xr.spedtech
@xr.spedtech Год назад
What a lovely voice... You watch coreteks ? He has a lovely voice too ...
@philtype-r810
@philtype-r810 4 года назад
Is it necessary to use a renderbuffer for depth? Can we just create a 2D texture and bind it to the framebuffer as depth attachment for depth testing? I tried it like this but it did not work (got black screen). Is it because I have to render-to-texture the depth myself if using a texture? EDIT: nevermind, i forgot to bind the texture
@GabrielPiveta
@GabrielPiveta 4 года назад
nice tutorial
@paradigmshift03
@paradigmshift03 2 года назад
Hey Brian, thanks so much for this informative video. I was wondering if rendering to a framebuffer maintains anti-aliasing? If not, is there a more straightforward way to enable anti-aliasing than having to render to a multi-sampled texture?
@umeraziz9895
@umeraziz9895 Год назад
If I want to change the blur effect how I can change it ?
@yasinalbayrak2744
@yasinalbayrak2744 Год назад
How can I do Post Processing in Transparent window?
@chybsik69
@chybsik69 4 года назад
greate tuttorial
@andrewfeldman6764
@andrewfeldman6764 2 года назад
I had a lot of issues when trying to do this with objects that have textures. This was my fix: //drawing // the fix glActiveTexture(GL_TEXTURE0); glBindFramebuffer(GL_FRAMEBUFFER, 0); glDisable(GL_DEPTH_TEST);
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