pbo

Asynchronous glReadPixels with PBO

北城以北 提交于 2019-11-30 13:49:11
I want to use two PBOs to read pixel in alternative way. I thought the PBO way will much faster, because glReadPixels returns immediately when using PBO, and a lot of time can be overlapped. Strangely there seems to be not much benefit. Considering some code like: glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0); Timer t; t.start(); glReadPixels(0,0,1024,1024,GL_RGBA, GL_UNSIGNED_BYTE, buf); t.stop(); std::cout << t.getElapsedTimeInMilliSec() << " "; glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pbo); t.start(); glReadPixels(0,0,1024,1024,GL_RGBA, GL_UNSIGNED_BYTE, 0); t.stop(); std::cout << t

Reading the pixels values from the Frame Buffer Object (FBO) using Pixel Buffer Object (PBO)

爷,独闯天下 提交于 2019-11-28 23:34:43
Can I use Pixel Buffer Object (PBO) to directly read the pixels values (i.e. using glReadPixels) from the FBO (i.e. while FBO is still attached)? If yes, What are the advantages and disadvantages of using PBO with FBO? What is the problem with following code { //DATA_SIZE = WIDTH * HEIGHT * 3 (BECAUSE I AM USING 3 CHANNELS ONLY) // FBO and PBO status is good . . glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboId); //Draw the objects Following glReadPixels works fine glReadPixels(0, 0, screenWidth, screenHeight, GL_BGR_EXT, GL_UNSIGNED_BYTE, (uchar*)cvimg->imageData); Following glReadPixels DOES

glPixelStorei(GL_UNPACK_ALIGNMENT, 1) Disadvantages?

谁说我不能喝 提交于 2019-11-28 16:42:57
What are the disadvantages of always using alginment of 1? glPixelStorei(GL_UNPACK_ALIGNMENT, 1) glPixelStorei(GL_PACK_ALIGNMENT, 1) Will it impact performance on modern gpus? How can data not be 1-byte aligned? This strongly suggests a lack of understanding of what the row alignment in pixel transfer operations means . Image data that you pass to OpenGL is expected to be grouped into rows. Each row contains width number of pixels, with each pixel being the size as defined by the format and type parameters. So a format of GL_RGB with a type of GL_UNSIGNED_BYTE will result in a pixel that is 24

glPixelStorei(GL_UNPACK_ALIGNMENT, 1) Disadvantages?

给你一囗甜甜゛ 提交于 2019-11-27 09:52:04
问题 What are the disadvantages of always using alginment of 1? glPixelStorei(GL_UNPACK_ALIGNMENT, 1) glPixelStorei(GL_PACK_ALIGNMENT, 1) Will it impact performance on modern gpus? 回答1: How can data not be 1-byte aligned? This strongly suggests a lack of understanding of what the row alignment in pixel transfer operations means. Image data that you pass to OpenGL is expected to be grouped into rows. Each row contains width number of pixels, with each pixel being the size as defined by the format