OpenGL render to texture causing edge artifacts
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mysticalOso
on Game Development
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Published on 2014-07-23T23:34:29Z
Indexed on
2014/08/24
10:32 UTC
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This is my first post here so any help would be massively appreciated :)
I'm using C++ with SDL and OpenGL 3.3
When rendering directly to screen I get the following result
And when I render to texture I this happens
Anti-aliasing is turned off for both. I'm guessing this has something to do with depth buffer accuracy but I've tried a lot of different methods to improve the result but, no success :( I'm currently using the following code to set up my FBO:
GLuint frameBufferID;
glGenFramebuffers(1, &frameBufferID);
glBindFramebuffer(GL_FRAMEBUFFER, frameBufferID);
glGenTextures(1, &coloursTextureID);
glBindTexture(GL_TEXTURE_2D, coloursTextureID);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,SCREEN_WIDTH,SCREEN_HEIGHT,0,GL_RGB,GL_UNSIGNED_BYTE,NULL);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//Depth buffer setup
GLuint depthrenderbuffer;
glGenRenderbuffers(1, &depthrenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthrenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, SCREEN_WIDTH,SCREEN_HEIGHT);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthrenderbuffer);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, coloursTextureID, 0);
GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, DrawBuffers); //
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
return false;
Thank you so much for any help :)
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