OpenGL - Framebuffer Objects

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Man, you have a really good voice for these kinds of videos.

Chimponaut
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I was dying in need of this video, thank you.

tythedev
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Is it necessary to use a renderbuffer for depth? Can we just create a 2D texture and bind it to the framebuffer as depth attachment for depth testing? I tried it like this but it did not work (got black screen). Is it because I have to render-to-texture the depth myself if using a texture?

EDIT: nevermind, i forgot to bind the texture

philtype-r
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You actually rarely use texture wrapping for color buffers as they're not needed.

JadeWinters
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What a lovely voice...

You watch coreteks ?

He has a lovely voice too ...

xr.spedtech
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If I want to change the blur effect how I can change it ?

umeraziz
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How can I do Post Processing in Transparent window?

yasinalbayrak
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Hey Brian, thanks so much for this informative video. I was wondering if rendering to a framebuffer maintains anti-aliasing? If not, is there a more straightforward way to enable anti-aliasing than having to render to a multi-sampled texture?

paradigmshift
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I had a lot of issues when trying to do this with objects that have textures. This was my fix:

//drawing

// the fix
glActiveTexture(GL_TEXTURE0);

glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST);

andrewfeldman