-
-
Notifications
You must be signed in to change notification settings - Fork 382
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Add support for rendering to custom textures and FBOs #659
Labels
Milestone
Comments
kblaschke
changed the title
Implement framebuffer object (FBO) rendering support
Add support for rendering to custom textures and FBOs
Jan 31, 2024
Settling with just using a framebuffer object for now, as this will contain any offscreen texture. This keeps the API function count lower. |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Currently, projectM is only able to render to any native/current surface and render-to-texture support was broken/unimplemented in 3.x and was removed in the 4.1 release renderer rewrite.
To enable proper integration into other applications, projectM should internally render to a framebuffer object, either a self-created one or an existing FBO provided by the external application. projectM should also make sure that the proper render states (e.g. disabling and reenabling the depth buffer) are set before rendering to prevent render errors.
Steps to implement:
As an alternative to passing in a custom FBO, it should also be possible to either retrieve a texture Id from projectM or pass in a texture ID from the outside. In this case, projectM will manage the FBO required to render to this texture internally.
The text was updated successfully, but these errors were encountered: