Web30 de mar. de 2009 · FBOs - Useful for off-screen rendering (to a texture or renderbuffer) PBOs - Useful for fast texture uploads to the GPU, or downloads of texture data from the GPU Sounds like you could render your images to textures (using an FBO), then do multiple renders of those textures, one to each window. Web10 de fev. de 2024 · Difference from eglCreatePbufferSurface and eglCreatePixmapSurface with OpenGL ES(EGL) however, my experiment shows that I …
Rendering depth buffer to texture using BGL fails on FBO drawing
Web16 de fev. de 2024 · Only when the FBO is either deleted or a new texture attachment replaces the old will the texture finally be fully deleted. Note that the name is still detectable via the OpenGL API. You can call glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME) to fetch the object's name. Web19 de nov. de 2024 · For some use cases being able to use the output of Filament seems like a obvious feature. Maybe, one solution that might work is to render a view into a … lithium famille
opengl es - pbuffer vs fbo in egl offscreen rendering - Stack …
Web3 de jan. de 2024 · It is recommended that you call wglMakeCurrent (NULL, NULL) if GL context is current on another thread, then call wglMakeCurrent (dc, glrc) in the other thread. Another solution is to have multiple GL rendering contexts. You can create both contexts from your main thread where you already created your window. You can then setup … Web19 de nov. de 2024 · Emulating an OpenGL window using FBOs means that VirtualGL has to create and maintain those FBOs within the OpenGL contexts that the 3D application creates, and there is no guarantee that the 3D application is going to create a context compatible with OpenGL 4.2. Web27 de jul. de 2024 · Image Load/Store is not intended to replace framebuffers. It's a feature that allows (relatively) arbitrary reading and writing to memory. So you would use images when you need to arbitrarily read and write to memory. You would use framebuffers when you're rasterizing primitives for rendering purposes. impulsion 85000