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Android 'white box' textures OpenGL ES 1.0 on some devices

android,opengl-es,texture-mapping,texture2d,render-to-texture
I have next problem. I'm write some android app which uses opengl es 1.0 I'm using GLSurfaceView and custom Renderer. Here are methods of my custom renderer onDrawFrame, onSurfaceChanged, onSurfaceChanged: @Override public void onDrawFrame(GL10 gl) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // clear Screen and Depth Buffer gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); // Reset the...

Copying data from one texture to another - opengl

android,opengl-es,shader,render-to-texture
I'm rendering my camera preview in android on a SurfaceTexure. This SurfaceTexture is bound to target GL_TEXTURE_EXTERNAL_OES. I want to copy the texture data from this SurfaceTexture object to my custom OpenGL texture which is bound to GL_TEXTURE_2D. My onFrameAvailable callback is as follows : @Override public void onFrameAvailable(final SurfaceTexture...

Opengl - Is glDrawBuffers modification stored in a FBO? No?

opengl,state-machines,render-to-texture
I try to create a FrameBuffer with 2 textures attaching to it (Multi Render Targets). Then in every time step, both textures are cleared and painted, as following code. (Some part will be replaced as pseudo code to make it shorter.) Version 1 //beginning of the 1st time step initialize(framebufferID12)...

WebGL Normal calculations from position texture

glsl,webgl,normals,render-to-texture
Iam trying to create a procedural water puddle in webGL with "water ripples" by vertex displacement. The problem I'm having is that I get a noise I can't explain. Below is the first pass vertex shader where I calculate the vertex positions that i later render to a texture that...

Render camera preview on a Texture with target GL_TEXTURE_2D

android,opengl-es,android-camera,shader,render-to-texture
I'm trying to render the camera preview on an OpenGL Texture with target GL_TEXTURE_2D. I'm very well aware of SurfaceTexture but I cannot use it because it only works with GL_TEXTURE_EXTERNAL_OES. In the documentation of SurfaceTexture, it's written : Each time the texture is bound it must be bound to...

DirectX 11 Minimum Texture Size

directx,directx-11,render-to-texture
I'm working on a volume rendering program using DirectX 11. I render both to a window ( HWND ) and to a texture ( ID3D11Texture2D ). While the rendering for the HWND always looks correct, my ID3D11Texture2D looks corrupt for render sizes smaller than 64x64: I wonder whether there is...