FBO | using FBO to render particles in THREE.js | Graphics library

 by   nicoptere HTML Version: Current License: No License

kandi X-RAY | FBO Summary

kandi X-RAY | FBO Summary

FBO is a HTML library typically used in User Interface, Graphics, Three.js, WebGL applications. FBO has no vulnerabilities and it has low support. However FBO has 5 bugs. You can download it from GitHub.

using FBO to render particles in THREE.js longer article.
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            kandi-support Support

              FBO has a low active ecosystem.
              It has 126 star(s) with 10 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              FBO has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of FBO is current.

            kandi-Quality Quality

              FBO has 5 bugs (0 blocker, 0 critical, 5 major, 0 minor) and 1 code smells.

            kandi-Security Security

              FBO has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              FBO code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              FBO does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              FBO releases are not available. You will need to build from source code and install.
              It has 669 lines of code, 0 functions and 8 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            FBO Key Features

            No Key Features are available at this moment for FBO.

            FBO Examples and Code Snippets

            No Code Snippets are available at this moment for FBO.

            Community Discussions

            QUESTION

            How to UPSERT a record in SAP ASE Sybase 16?
            Asked 2022-Mar-29 at 17:42

            I am literaly following the SAP documentation 1st example on UPSERT a record in ASE: https://help.sap.com/viewer/cbed2190ee2d4486b0bbe0e75bf4b636/16.0.3.2/en-US/faf583d9adc547ad8a164bb3f41ea6cd.html

            ...

            ANSWER

            Answered 2022-Mar-25 at 13:39

            To use (a limited version of) HANA's SQLScript in ASE you first need to create a database that supports the SQLScript parser (see Creating a SQLScript database), eg:

            Source https://stackoverflow.com/questions/71616796

            QUESTION

            Can't write to GL_RGBA32UI FBO texture on OpenGL ES
            Asked 2022-Mar-03 at 22:34

            I have two GL_RGBA32UI FBO textures, which I use to store current state of particle positions/velocities per texel.

            The first I fill with data like this only once:

            ...

            ANSWER

            Answered 2022-Mar-03 at 22:34

            If you are reading a 32-bit per component texture you need a highp sampler and you need to store the result in a highp variable.

            Currently you are specifying a mediump for usample2D and the default int precision is also mediump. For integers mediump is specified as "at least" 16-bit, so either of these may result in your 32-bit value being truncated.

            Note the "at least" - it's legal for an implementation to store this at a higher precision - so you may find "it happens to work" on some implementations (like the emulator) because that implementation chooses to use a wider type.

            Source https://stackoverflow.com/questions/71336862

            QUESTION

            Writing to Framebuffer using multiple shaders
            Asked 2022-Feb-23 at 17:42

            I'm currently implementing skeletal animation in my deferred rendering pipeline. Since each vertex in a rigged mesh will take at least an extra 32 bytes (due to the bone's vertex IDs & weights), I thought it would be a good idea to make a different shader that will be in charge of drawing animated meshes.

            That being said, I have a simple geometry buffer (framebuffer) that has 4 color attachments. These color attachments will be written to using my static geometry shader. C++ code looks like:

            ...

            ANSWER

            Answered 2022-Feb-23 at 17:22

            Turns out that I wasn't clearing my vector of render submissions, so I was adding a new mesh to draw every frame.

            Source https://stackoverflow.com/questions/71240128

            QUESTION

            WebGL: read from a texture and write the output to a second texture
            Asked 2022-Jan-20 at 22:42

            I am using WebGL2. I have two programs. Program 1 renders my favorite triangle, in my favorite color, into a texture, for safe keeping.

            Program 2 reads the output of program 1 (the first texture) and then renders the contents of that texture.

            This works fine when program 2 renders to the canvas, but I would like program 2 to render to a second texture. So after the first program's draw call I unbind the first fbo, create another fbo backed by a second texture, and then draw.

            ...

            ANSWER

            Answered 2022-Jan-20 at 22:42

            Your function createEmptyTexture binds the texture it creates to the (implicitly) activated texture unit 0, and leaves it bound. So if you want to read from the texture of the first framebuffer you'll need to bind that before rendering with program 2. That being said, usually you'd setup all the vertex-, index- and framebuffers with their respective textures and programs upfront during initialization, your render loop then emits bind, draw and attribute pointer calls.

            Source https://stackoverflow.com/questions/70780656

            QUESTION

            OpenGL textures into AHardwareBuffer
            Asked 2021-Oct-23 at 10:41

            I came across AHardwareBuffer in Android. I wanted to make use of AHardwareBuffer to store textures so that I can use them on different threads where I don't have an OpenGL context. Currently, I'm doing the following:

            • Generate a texture and bind it to GL_TEXTURE_2D.
            • Create EGLClientBuffer and EGLImageKHR from it. Attach the EGLImage as texture target.
            • Generate an FBO and bind it to the texture using glFramebufferTexture2D.
            • To draw the texture (say tex), I'm rendering it onto the AHardwareBuffer using shaders

            However, I wanted away so that I don't need to rerender it onto hardwarebuffer but instead directly store data of the texture onto hardwarebuffer.

            I was thinking of using glCopyTexImage2d for doing this. Is this fine and would it work?

            Also (a dumb question but I cannot get over it) if I attach my EGLImage which is from the Hardwarebuffer to GL_TEXTURE_2D and define the texture using glTexImage2D, would it not store the data of the texture which is a parameter of glTexImage2D into the hardwarebuffer?

            ...

            ANSWER

            Answered 2021-Oct-23 at 10:41

            I solved this issue using glSubTexImage2D.

            First create a opengl texture and bind it to GL_TEXTURE_2D. Then use glEGLImageTargetTexture2DOES to bind texture to EGLImageKHR created from EGLClientBuffer. This is similar to glTexImage2D. Any subsequent call to glTexImage2D will break the relationship between the texture and EGLClientBuffer.

            refer: https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external.txt

            However glSubTexImage2D preserves the relationship. Hence we can load data with this API and store it in AHardwareBuffer.

            PS: This might me one way and if there are other ways i'll be accepting the answer.

            Source https://stackoverflow.com/questions/69439900

            QUESTION

            How to render a LWJGL game scene to a ByteBuffer?
            Asked 2021-Oct-15 at 13:37

            I am currently working on a project that involves rendering LWJGL game scenes to a video stream instead of a window. I believe I can achieve that if I render a game scene to an intermediate format, such as a ByteBuffer. I am trying to extend LWJGL VoxelGame demo as a proof of concept.

            I have found a similar SO question and a forum post but I was not able to make that work. I am a beginner on OpenGL and LWJGL and I am struggling on finding comprehensible documentation on that.

            On the start of the render loop (runUpdateAndRenderLoop) the function glBindFramebuffer is called. To my understanding it binds FBO to the current context so that any rendering will be directed to it.

            I have tried using glGetTexImage and glReadPixels to populate a ByteBuffer but it didnt work. I have also tried that after glBlitFramebuffer since I want to get the full rendered image to the ByteBuffer.

            How can I render the current game scene to a ByteBuffer? Is there a better way of going about rendering game scenes to a video stream instead of an intermediate ByteBuffer?

            ...

            ANSWER

            Answered 2021-Oct-12 at 23:51

            There's a bunch of problems in your code, and that's without even seeing the core of the problem yet, since it's in the // ... part:

            • You don't use glfwSwapBuffers when you're trying to render in a headless setup, that's only needed when you render to the context back buffer and want to swap it to screen.

            • You don't want both glGetTexImage and glReadPixels, they both read data from graphics memory to system memory. In your case you're reading the texture data in buffer then overwriting it with the backbuffer data, which should be empty since you never wrote to it.

            • You definitely do not want glBlitFramebuffer, that's for copying from video memory to video memory. You seriously need to stop and read the documentation, throwing random functions at your video driver is a sure way to make it crash.

            • You need to enable OpenGL's debug layer validation, especially while trying all these random functions. And related, you need to check your frame buffer setup (glCheckFramebufferStatusEXT), I'm willing to bet money you didn't, but you don't show your code.

            • You don't show your frame buffer bindings, so I can't tell if you're doing this for sure or not, but you need to bind the frame buffer as "read" (GL_READ_FRAMEBUFFER) before reading from it. I only see a "draw" frame buffer binding, and you're only randomly clearing it.

            • And lastly, you should never stall the CPU on a read operation from video memory, especially when you have things you should be doing, like video encoding. Use pixel buffer objects in a round-robin fashion to double or triple buffer the transfer, so there's no stall.

            Source https://stackoverflow.com/questions/69519479

            QUESTION

            Draw a transparent framebuffer onto the default framebuffer
            Asked 2021-Oct-07 at 20:30

            I'm facing this situation where I need to render the content of a framebuffer object onto the screen. The screen already has some contents onto it and I would like to draw the contents of my framebuffer onto this content.

            I'm using Qt5 and QNanoPainter to implement this.

            The rendering commands I've implemented essentially take a QOpenGLFramebufferObject and converts this into a QNanoImage (using this) and then calls QNanoPainter::drawImage.

            This works ok but the problem is that when the content of the fbo is rendered onto the screen, the previously existing content of the screen becomes "pixelated". So for example, before I draw the FBO the screen looks like this

            Then when I draw the FBO onto the default render target, I get this (red is the content of FBO)

            I assume this has something to do with blending and OpenGL, but I'm not sure how to solve this problem.

            ...

            ANSWER

            Answered 2021-Oct-07 at 19:57

            This happens when you over-draw a semi-transparent image over itself multiple times. The white pixels become whiter, the blue pixels become bluer, and, consequently, the anti-aliased edge disappears over a couple iterations.

            I therefore deduce that your 'transparent framebuffer' already contains the blue line and the black grid lines. The solution thus will be to clear the 'transparent framebuffer' before you proceed with drawing the red line into in.

            Source https://stackoverflow.com/questions/69487009

            QUESTION

            Is my webgl FBO color attachment being cleared?
            Asked 2021-Sep-20 at 18:09

            I'm trying to render something to texture using a library called regl. I manage to render an effect using two render targets and i see the result in one.

            Capturing the frame after i've done rendering to the target looks like this, and it represents a screen blit (full screen quad with this texture). This is how i would like this to work.

            Once i pass this to some other regl commands, in some future frame, this texture attachment seems to get nuked. This is the same object that i'm trying to render with the same resource, but the data is gone. I have tried detaching the texture from the FBO, but it doesn't seem to be helping. What can i be looking for that would make this texture behave like this?

            ...

            ANSWER

            Answered 2021-Sep-20 at 18:09

            This ended up being a problem with Regl and WebViz. I was calling React.useState to set the whatever resource that regl uses for the texture. For some reason, this seems like it was invoked, which "resets" the texture to an empty 1x1.

            Source https://stackoverflow.com/questions/69250608

            QUESTION

            THREE.js flickering result with Frame Buffer Object
            Asked 2021-Aug-13 at 10:18

            I am working on a scene in THREE.js that uses a Frame Buffer Object. For some reason, I'm seeing a crazy flickering / strobe effect. (The strobe goes away if one comments out the line: mesh.material.uniforms.fboData.value = renderTargetA.texture):

            ...

            ANSWER

            Answered 2021-Aug-12 at 17:38

            I'm looking at the output of both your renderTargetA and B, and it looks like one is outputting data at the top row of the image, while the second one is at the bottom row. My best guess is that your "ping-pong" effect is working, but you see a flicker because your mesh is reading data from the same row, which is empty 1/2 of the time.

            Frame buffer 0 (Data at top):

            Frame buffer 1 (Data at bottom):

            Source https://stackoverflow.com/questions/68755792

            QUESTION

            Render to multiple Framebuffers at once
            Asked 2021-Aug-09 at 14:18

            I want to get one Scene FBO with scene color texture and depth texture, and one Depth FBO with depth texture with specific size (1024x1024) for shadow mapping. and I have a code like this:

            ...

            ANSWER

            Answered 2021-Aug-09 at 14:18

            You cannot render to two separate and incompatible FBOs. And what you're trying to do amounts to rasterizing triangles twice, using different viewports for different depth buffers.

            You can achieve something similar to what you're trying to do by using layered rendering. You can create an array texture for your depth buffer, attach it to the FBO as a layered image, and set multiple viewports for them, then use a GS to output multiple copies of the same triangle to the different layers that will be differently rasterized for the layered depth buffers.

            But this also requires a layered color buffer, even though you're not using the color component for the other rasterized image. And the layers in your depth array texture cannot be of different sizes, so you'll have to pick the union of the dimensions and just ignore stuff outside of that area.

            Of course, there's one snag: you can't read from your shadow map before you finish building it. This means that if your scene needs to actually use the shadow map (for, you know, shadowing), this is totally not going to work.

            So basically this conversation is entirely academic.

            Source https://stackoverflow.com/questions/68713415

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            You can download it from GitHub.

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