lwjgl3-demos | Demo suite for LWJGL | Learning library
kandi X-RAY | lwjgl3-demos Summary
kandi X-RAY | lwjgl3-demos Summary
Demo suite for LWJGL 3.
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Top functions reviewed by kandi - BETA
- Main entry point
- Create vertices
- Creates a uniform buffer
- Maps a UBO to a device
- Start rendering the frame
- Triangulates the grid
- Find the linepp for the vertices
- Creates a GLFW window
- Render a quad
- Creates the GLFW window
- Start the downloader
- Sample vector
- Updates the view perspective
- Iterate over the front of the channel
- This method is thread safe
- Thread that is thread safe
- Create the vertex layout
- Runs the update loop
- Merge the given array
- Enlarges the specified buffers if needed
- Convert a list of faces into a position vector
- Minimize fitness function
- Called when the sprites are loading
- Main method
- Rasterization
- Main method
lwjgl3-demos Key Features
lwjgl3-demos Examples and Code Snippets
Community Discussions
Trending Discussions on lwjgl3-demos
QUESTION
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 23:51There'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
andglReadPixels
, they both read data from graphics memory to system memory. In your case you're reading the texture data inbuffer
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.
QUESTION
My skybox is displayed, but does not display the textures that I load from the image. Instead, it shows the black color.
I am using a render with MultisampledFbo support.
My texture loading code looks like this:
...ANSWER
Answered 2020-Apr-08 at 21:05Legacy OpenGL's texturing has to be enabled. To perform cube-mapped texturing, GL_TEXTURE_CUBE_MAP
has to be enabled (see glEnable
):
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
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Install lwjgl3-demos
You can use lwjgl3-demos like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the lwjgl3-demos component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
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