framebuffer

opengl - blending with previous contents of framebuffer

不想你离开。 提交于 2019-11-28 16:54:23
I am rendering to a texture through a framebuffer object, and when I draw transparent primitives, the primitives are blended properly with other primitives drawn in that single draw step, but they are not blended properly with the previous contents of the framebuffer. Is there a way to properly blend the contents of the texture with the new data coming in? EDIT: More information requsted, I will attempt to explain more clearly; The blendmode I am using is GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA. (I believe that is typically the standard blendmode) I am creating an application that tracks mouse

How to draw the graph in framebuffer using c language..?

ぃ、小莉子 提交于 2019-11-28 16:53:10
问题 i am new to this linux framebuffer so do anybody guide me to draw the line-graph in framebuffer. And i have the code to draw graph in turbo c but now in linux. So please help me out. Thank You, Rahul 回答1: Use open() on the right file in /dev (eg. /dev/fb0 ), then use mmap() to map it into memory. Manpages will help for these syscalls if you do not know how to use them. Then there are some structures and constants for some ioctl() s in <linux/fb.h> . Like many kernel headers, you can learn a

Android Graphics Internals

我与影子孤独终老i 提交于 2019-11-28 16:40:20
I haven't found a clear explanation on how the Android graphics system works, specifically, does it use a display server, is it based on DirectFB or X11, etc. From what I've managed to piece together, Android depends on the Linux frame buffer . I haven't found much on what sort of display server or window manager Android uses to multiplex access to the framebuffer though, so any pointers would be much appreciated! Finally, from what I understand the ARM instruction set provides instructions to accelerate OpenGL, but how this integrates with the display server isn't clear, ie. do client

What's the concept of and differences between Framebuffer and Renderbuffer in OpenGL?

戏子无情 提交于 2019-11-28 13:43:05
问题 I'm confused about concept of Framebuffer and Renderbuffer. I know that they're required to render, but I want to understand them before use. I know some bitmap buffer is required to store the temporary drawing result. The back buffer. And the other buffer is required to be seen on screen when those drawings are in progress. The front buffer. And flip them, and draw again. I know this concept, but it's hard to connect those objects to this concept. What's the concept of and differences of

Easiest way for offscreen rendering with QOpenGLWidget

老子叫甜甜 提交于 2019-11-28 09:33:47
I have a hidden QOpenGLWidget (Qt 5.4.2, NOT QGLWidget) and I want to basically continually do grab() or grabFramebuffer() to get its content (and write it to disk). The widget renders fine when visible, but does not when hidden. If I do a show() followed by a hide() call it works. This seems strange because QOpenGLWidget does internally already render to a framebuffer according to the docs. What is the easiest way to achieve this (if possible without creating another framebuffer)? Bonus points for being able to capture an offscreen QGraphicsView using an QOpenGLWidget as its viewport with

Android read fb0 always give me blackscreen

江枫思渺然 提交于 2019-11-28 08:48:50
My device is Nexus 4 running Jelly Bean 4.2. I'm trying to record the screen and send it out. Most codes on internet do the cap by read /dev/graphics/fb0. It works fine in some devices and the older systems. But when I try it on my device, it fail. It only gives me blackscreen and all "0" in the raw data. I have run "adb root" to get the root permission, tried "chmod 777 fb0", "cat fb0 > /sdcard/fb0". Also I have tried codes like "mmap" and "memcpy" to get the data. But all fail. I have searched on internet and there seems no solution. And some threads said that the kernel may forbid you

How to develop a DirectFB app without leaving X.11 environment

你。 提交于 2019-11-28 08:31:06
I'm trying to develop a GUI application for an embedded platform, without any windowing whatsoever and I'm doing that with DirectFB, and it suits my needs very fine. Since the embedded I develop for is not that powerful, I would really like to try to develop on my own Ubuntu desktop. The problem is Framebuffer is conflicting with X.org causing me to leave the whole desktop, and shutdown X.org just to see the result of my changes. Is there a good framebuffer simulator that suits my needs? Qt has one, called QVFb, but it only works for developing Qt apps, and the VNC back-end of DirectFB always

Writing to frame buffer

为君一笑 提交于 2019-11-28 06:36:37
I'm using an i5 core with builtin graphics accelerator GMA-HD running on an RHEL 6.0 OS. I needed to test the graphics acceleration capabilities of the graphics driver(which I found out was i915 in my PC). I used the following code(which I got from the internet with some modifications) for writing to framebuffer. #include <unistd.h> #include <stdio.h> #include <fcntl.h> #include <linux/fb.h> #include <sys/mman.h> int main() { int fbfd = 0; struct fb_var_screeninfo vinfo; struct fb_fix_screeninfo finfo; long int screensize = 0; char *fbp = 0; int x = 0, y = 0; long int location = 0; int count ;

When to call glEnable(GL_FRAMEBUFFER_SRGB)?

爷,独闯天下 提交于 2019-11-27 20:55:50
问题 I have a rendering system where I draw to an FBO with a multisampled renderbuffer, then blit it to another FBO with a texture in order to resolve the samples in order to read off the texture to perform post-processing shading while drawing to the backbuffer (FBO index 0). Now I'd like to get some correct sRGB output... The problem is the behavior of the program is rather inconsistent between when I run it on OS X and Windows and this also changes depending on the machine: On Windows with the

Framebuffer FBO render to texture is very slow, using OpenGL ES 2.0 on Android, why?

空扰寡人 提交于 2019-11-27 20:36:40
问题 I am programming an Android 2d game using opengl es 2.0. After I draw my sprites to the backbuffer I draw lights to a FBO and try to blend it to the back buffer again. When I draw the FBO to the framebuffer, even trasparent without any color, the framerates drops from 60 to 30 on a Samsung Galaxy w (it has an adreno 205 as gpu). I searched everywhere and tried everything, even if I draw a single sprite on the scene and blend a trasparent FBO texture to the screen the framerate drops. I tried