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2014/10/15 ¤U¤È 10:08:55

iphone Programming Glossary: fbo

BradLarsons GPUImage Example / IOS 4.1 Building problems / Compile is OK but nothing builds on iphone [closed]

http://stackoverflow.com/questions/10163664/bradlarsons-gpuimage-example-ios-4-1-building-problems-compile-is-ok-but-not

Mon Apr 16 11 09 26 unknown SimplePhotoFilter 213 Warning Assertion failure in GPUImageGammaFilter createFilterFBOofSize Users admin Desktop BradLarson GPUImage 7f9ba8d framework Source GPUImageFilter.m 198 Mon Apr 16 11 09 26 unknown.. 213 Error Terminating app due to uncaught exception 'NSInternalInconsistencyException' reason 'Incomplete filter FBO 36054' Call stack at first throw 0 CoreFoundation 0x344aaed3 __exceptionPreprocess 114 1 libobjc.A.dylib 0x33975811 objc_exception_throw.. handleFailureInMethod object file lineNumber description 62 4 SimplePhotoFilter 0x000046ff GPUImageFilter createFilterFBOofSize 430 5 SimplePhotoFilter 0x000047ed GPUImageFilter setFilterFBO 88 6 SimplePhotoFilter 0x00004897 GPUImageFilter..

OpenGL ES 2d rendering into image

http://stackoverflow.com/questions/10455329/opengl-es-2d-rendering-into-image

byte array like in the following GLubyte rawImagePixels GLubyte malloc totalBytesForImage glReadPixels 0 0 int currentFBOSize.width int currentFBOSize.height GL_RGBA GL_UNSIGNED_BYTE rawImagePixels Do something with the image free rawImagePixels.. GLubyte rawImagePixels GLubyte malloc totalBytesForImage glReadPixels 0 0 int currentFBOSize.width int currentFBOSize.height GL_RGBA GL_UNSIGNED_BYTE rawImagePixels Do something with the image free rawImagePixels The second and much faster.. The second and much faster way of doing this is to render your scene to a texture backed framebuffer object FBO where the texture has been provided by iOS 5.0's texture caches. I describe this approach in this answer although I don't..

OpenGL ES render to texture, then draw texture

http://stackoverflow.com/questions/1649222/opengl-es-render-to-texture-then-draw-texture

GLuint textureFrameBuffer Texture2D texture To initialize the frame buffer and texture I'm doing this GLint oldFBO glGetIntegerv GL_FRAMEBUFFER_BINDING_OES oldFBO initWithData results in a white image on the device works fine in the simulator.. To initialize the frame buffer and texture I'm doing this GLint oldFBO glGetIntegerv GL_FRAMEBUFFER_BINDING_OES oldFBO initWithData results in a white image on the device works fine in the simulator texture Texture2D alloc initWithImage UIImage.. GL_FRAMEBUFFER_OES GL_FRAMEBUFFER_COMPLETE_OES NSLog @ incomplete glBindFramebufferOES GL_FRAMEBUFFER_OES oldFBO Now if I simply draw my scene to the screen as usual it works fine glClear GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT draw..

Can example “GLImageProcessing” work with multi filters

http://stackoverflow.com/questions/4375479/can-example-glimageprocessing-work-with-multi-filters

wide high 1 glBindTexture GL_TEXTURE_2D Input.texID bind result fbo glBindFramebufferOES GL_FRAMEBUFFER_OES resultFBO glViewport 0 0 result.wide result.s result.high result.t glClear GL_COLOR_BUFFER_BIT glDisable GL_BLEND process 1 adjust.. process 3 adjust hue process 4 mask save to buffer bind system rbo glBindFramebufferOES GL_FRAMEBUFFER_OES SystemFBO glCheckError iphone opengl es share improve this question Using multitexturing it should be possible to find a solution.. order to be able to display the result on screen. Here is some sample code on how to do it for 2 filters Remember the FBO being used for the display framebuffer glGetIntegerv GL_FRAMEBUFFER_BINDING_OES GLint SystemFBO Create the texture and the..

How can I improve the performance of my custom OpenGL ES 2.0 depth texture generation?

http://stackoverflow.com/questions/6051237/how-can-i-improve-the-performance-of-my-custom-opengl-es-2-0-depth-texture-gener

so I've needed to output these values to a custom depth texture. I do a pass over my scene using a framebuffer object FBO only rendering out a color that corresponds to a depth value with the results being stored into a texture. This texture..

GLImageProcessing Multiple Filters?

http://stackoverflow.com/questions/6425861/glimageprocessing-multiple-filters

code that I am doing now in drawGL of Imaging.c Any help void drawGL int wide int high float val int mode GLuint ResultFBO GLuint ResultTexture static int prevmode 1 typedef void procfunc V2fT2f float typedef struct procfunc func procfunc degen.. 1 1 glMatrixMode GL_MODELVIEW glLoadIdentity glScalef wide high 1 glBindTexture GL_TEXTURE_2D Input.texID Remember the FBO being used for the display framebuffer glGetIntegerv GL_FRAMEBUFFER_BINDING_OES GLint SystemFBO Create the texture and the.. Remember the FBO being used for the display framebuffer glGetIntegerv GL_FRAMEBUFFER_BINDING_OES GLint SystemFBO Create the texture and the FBO the will hold the result of applying the first filter glGenTextures 1 ResultTexture glBindTexture..

Faster alternative to glReadPixels in iPhone OpenGL ES 2.0

http://stackoverflow.com/questions/9550297/faster-alternative-to-glreadpixels-in-iphone-opengl-es-2-0

ES texture. You can take advantage of this to grab the pixels for an OpenGL ES rendering by using a framebuffer object FBO with an attached texture with that texture having been supplied from the texture cache. Once you render your scene into.. attached texture with that texture having been supplied from the texture cache. Once you render your scene into that FBO the BGRA pixels for that scene will be contained within your CVPixelBufferRef so there will be no need to pull them down.. sourcePixelBufferAttributes sourcePixelBufferAttributesDictionary Once I have that I configure the FBO that I'll be rendering my video frames to using the following code if GPUImageOpenGLESContext supportsFastTextureUpload..