fbo | Parsing library for dump files from FedBizOpps.gov
kandi X-RAY | fbo Summary
kandi X-RAY | fbo Summary
Fetch a dated dump file from FedBizOpps and parse its contents into structures suitable for use by other programs. The gem in its current state handles most of the notice types described in the FBO documentation for the data format.
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QUESTION
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 13:39To 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:
QUESTION
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 22:34If 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.
QUESTION
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 17:22Turns out that I wasn't clearing my vector of render submissions, so I was adding a new mesh to draw every frame.
QUESTION
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 22:42Your 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.
QUESTION
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
andEGLImageKHR
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 theAHardwareBuffer
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 10:41I 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.
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
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 19:57This 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.
QUESTION
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 18:09This 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.
QUESTION
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 17:38I'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):
QUESTION
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 14:18You 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.
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