LE: The triangle's coordinates should be (1) -0.5f, -0.5f, 0 (2) 0.5f, -0.5f, 0 (3) 0, 0. Setting the section of the off-screen texture draw on is very simple and accomplished by the call to glViewport. However, I only get a fraction of the triangle like below. In order to achieve that, I want to draw a very basic triangle to a framebuffer texture and then draw the resulting texture to a quad on the default framebuffer. Render to screen using FrameBuffer using OpenGL ES 2.0 - Android.mk. The framebuffer bound to read is used in calls to glReadPixels, but since this distinction in normal applications is fairly rare, you can have your actions apply to both by using GLFRAMEBUFFER. The parameters sent to eglSwapBuffers are the EGL display and surface. Render to screen using FrameBuffer using OpenGL ES 2.0 - Android.mk. OpenGL makes a distinction here between GLDRAWFRAMEBUFFER and GLREADFRAMEBUFFER. This is done using an EGL function called eglSwapBuffers: eglSwapBuffers (esContext->eglDisplay, esContext->eglSurface) This function informs EGL to swap the front buffer and back buffer. I'm trying to understand how framebuffers work. The way this is all controlled in an OpenGL ES application is through EGL.
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