off-screen

QGLWidget and fast offscreen rendering

徘徊边缘 提交于 2019-12-21 05:06:50
问题 Is it possible to render totally offscreen in a QGLWidget with Qt without the need to repaint the scene to screen thus avoiding totally the buffers flip on monitor? I need to save every frame generated on the framebuffer but, since the sequence is made of 4000 frames and the time interval on the screen is 15ms I spend 4000*15ms=60s but I need to be much much faster than 60s (computations are not a bottleneck here, is just the update the problem). Can rendering offscreen on a framebuffer be

OpenGL render-to-texture-via-FBO — incorrect display vs. normal Texture

孤街醉人 提交于 2019-12-12 08:44:42
问题 off-screen rendering to a texture-bound offscreen framebuffer object should be so trivial but I'm having a problem I cannot wrap my head around. My full sample program (2D only for now!) is here: http://pastebin.com/hSvXzhJT See below for some descriptions. I'm creating an rgba texture object 512x512, bind it to an FBO. No depth or other render buffers are needed at this point, strictly 2D. The following extremely simple shaders render to this texture: Vertex shader: varying vec2 vPos;

Can I use OpenGL for off-screen rendering? [duplicate]

放肆的年华 提交于 2019-12-09 05:04:39
问题 This question already has answers here : How to use GLUT/OpenGL to render to a file? (5 answers) Closed 5 years ago . I want to try to make a simple program that takes a 3D model and renders it into an image. Is there any way I can use OpenGL to render an image and put it into a variable that holds an image rather than displaying an image? I don't want to see what I'm rendering I just want to save it. Is there any way to do this with OpenGL? 回答1: I'm assuming that you know how to draw stuff

Remote off-screen rendering (Linux / no GUI)

北城以北 提交于 2019-12-08 08:06:00
问题 The situation is as follows: There is a remote Linux server (no GUI), which builds the OpenGL scene. Objective: Transfer generated image(s) to client windows machine I can not understand some thing with offscreen rendering, read a lot of literature, but still not well understood: Using GLUT implies setting variable DISPLAY. If I right understand means remote rendering via x11. If I run x11 server on windows (XWin server) machine everything works. If I try to run without rendering server ,

Apple OSX OpenGL offline rendering with CoreGL

≯℡__Kan透↙ 提交于 2019-12-08 06:41:28
I'm trying to render on OSX using CoreGL and a Framebuffer: it seems that the triangle rendering is not working at all, while for example a glClear with a color will be shown in the resulting PPM image. I've tried several variation of the code below, but right now it seems to me that this is an impossible task on OSX. #include <stdio.h> #include <OpenGL/OpenGL.h> #include <Opengl/glext.h> #include <stdlib.h> #include <assert.h> #include <opengl/gl3.h> int main(int argc, const char * argv[]) { CGLContextObj context; CGLPixelFormatAttribute attributes[13] = { kCGLPFAOpenGLProfile,

Apple OSX OpenGL offline rendering with CoreGL

落爺英雄遲暮 提交于 2019-12-08 06:19:22
问题 I'm trying to render on OSX using CoreGL and a Framebuffer: it seems that the triangle rendering is not working at all, while for example a glClear with a color will be shown in the resulting PPM image. I've tried several variation of the code below, but right now it seems to me that this is an impossible task on OSX. #include <stdio.h> #include <OpenGL/OpenGL.h> #include <Opengl/glext.h> #include <stdlib.h> #include <assert.h> #include <opengl/gl3.h> int main(int argc, const char * argv[]) {

OpenGL: Fast off-screen rendering

假装没事ソ 提交于 2019-12-05 01:30:50
问题 I need to render quite alot (tens of thousands) images off-screen using OpenGL. I am running under Windows and using QT as a framework. the solution can be windows only, it doesn't really matter. From what I've found using Google there are a number of options for doing this This article which seems rather dated suggest a few ways, out of which the relevant ones are: Windows specific - Use CreateDIBSection and somehow bind the texture to it. Use the pbuffers extension which I seem to be

OpenGL ES2.0 offscreen context for FBO rendering

别来无恙 提交于 2019-12-04 09:32:21
问题 I would like to do offscreen rendering (in console environment without any WS) with FBOs. I know that it is necessary to create an OpenGL context, and at least a dummy window for any operation, therefore I did the following initialization: // Step 1 - Get the default display. eglDisplay = eglGetDisplay((EGLNativeDisplayType)0); // Step 2 - Initialize EGL. EGLint iMajorVersion, iMinorVersion; if (!eglInitialize(eglDisplay, &iMajorVersion, &iMinorVersion)) { printf("Error: eglInitialize()

OpenGL render-to-texture-via-FBO — incorrect display vs. normal Texture

安稳与你 提交于 2019-12-04 04:56:44
off-screen rendering to a texture-bound offscreen framebuffer object should be so trivial but I'm having a problem I cannot wrap my head around. My full sample program (2D only for now!) is here: http://pastebin.com/hSvXzhJT See below for some descriptions. I'm creating an rgba texture object 512x512, bind it to an FBO. No depth or other render buffers are needed at this point, strictly 2D. The following extremely simple shaders render to this texture: Vertex shader: varying vec2 vPos; attribute vec2 aPos; void main (void) { vPos = (aPos + 1) / 2; gl_Position = vec4(aPos, 0.0, 1.0); } In aPos

QGLWidget and fast offscreen rendering

陌路散爱 提交于 2019-12-03 14:51:55
Is it possible to render totally offscreen in a QGLWidget with Qt without the need to repaint the scene to screen thus avoiding totally the buffers flip on monitor? I need to save every frame generated on the framebuffer but, since the sequence is made of 4000 frames and the time interval on the screen is 15ms I spend 4000*15ms=60s but I need to be much much faster than 60s (computations are not a bottleneck here, is just the update the problem). Can rendering offscreen on a framebuffer be faster? Can I avoid the monitor refresh rate in my QGLWidget? How do I render completely on framebuffer