Mark: Best way to make a FBO?

About Monkey 2 Forums Monkey 2 Programming Help Mark: Best way to make a FBO?

This topic contains 4 replies, has 2 voices, and was last updated by  AdamStrange 1 year, 6 months ago.

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  • #11144

    AdamStrange
    Participant

    Hi Mark. This is a bit more unusual. I am wanting to know your recommendation for making and using a FBO?

    The first thing I am NOT using Mojo3d, just opengl and   Method OnRenderGL() Override

    I have no issues with what it does, how it does it, shader, all that stuff. It’s the actual setup and base use I would like some help with.

    I looked into Mojo3d deferredRender, but everything is encapsulated, so is not really any help.

     

    in essence I am wanting to offscreen render RGB, depth, normals, maybe some other stuff like positions, custom data to FBO

    FBO (preferably with no transfer from the gpu) shader denser of said above  – you know what I’m up to.

     

    What are your suggestions for best practice?

    #11171

    AdamStrange
    Participant

    Would be nice to have any feedback on this one. Even if it is ‘Go Away’

    #11191

    Mark Sibly
    Keymaster

    First google result for ‘opengl FBO tutorial’ looks useful:

    http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-14-render-to-texture/

    I’d also recommend looking at mojo/graphics/rendertarget.monkey2.

    #11195

    AdamStrange
    Participant

    Thanks Mark, I’ll let you know how I get on. or not. lol

    #11203

    AdamStrange
    Participant

    small report. Not got the FBO working yet. But got all the base processing sorted:

    depth, automatic normals, position, color 😉

    Here’s a quick look. basically showing depth darkening, object color and matrix.

    Had to do a redesign on the base system to allow highly optimised multi-low poly render.

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