Order of operations to render VBO to FBO texture and then rendering FBO texture full quad

Posted by cyberdemon on Game Development See other posts from Game Development or by cyberdemon
Published on 2012-11-22T16:35:52Z Indexed on 2012/11/22 17:12 UTC
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I've just started using OpenGL with C# via the OpenTK library.

I've managed to successfully render my game world using VBOs.

I now want to create a pixellated affect by rendering the frame to an offscreen FBO with a size half of my GameWindow size and then render that FBO to a full screen quad.

I've been looking at the OpenTK example here: http://www.opentk.com/doc/graphics/frame-buffer-objects

...but the result is a black form. I'm not sure which parts of the example code belongs in the OnLoad event and OnRenderFrame.

Can someone please tell me if the below code shows the correct order of operations?

OnLoad
{
  // VBO.
    // DataArrayBuffer   
    GenBuffers/BindBuffer/BufferData
    // ElementArrayBuffer    
    GenBuffers/BindBuffer/BufferData
    // ColourArrayBuffer    
    GenBuffers/BindBuffer/BufferData

  // FBO.
    // ColourTexture   
    GenTextures/BindTexture/TexParameterx4/TexImage2D

  // Create FBO.
    // Textures
    Ext.GenFramebuffers/Ext.BindFramebuffer/Ext.FramebufferTexture2D/Ext.FramebufferRenderbuffer
}

OnRenderFrame
{
  // Use FBO buffer.
    Ext.BindFramebuffer(FBO)    
    GL.Clear

    // Set viewport to FBO dimensions.

    GL.DrawBuffer((DrawBufferMode)FramebufferAttachment.ColorAttachment0Ext)

  // Bind VBO arrays.
    GL.BindBuffer(ColourArrayBuffer)    
    GL.ColorPointer    
    GL.EnableClientState(ColorArray)

    GL.BindBuffer(DataArrayBuffer)    
    // If world changed GL.BufferData(DataArrayBuffer)
    GL.VertexPointer    
    GL.EnableClientState(VertexArray)

    GL.BindBuffer(ElementArrayBuffer)    

  // Render VBO.
    GL.DrawElements

  // Bind visible buffer.
    GL.Ext.BindFramebuffer(0)    
    GL.DrawBuffer(Back)

    GL.Clear

    // Set camera to view texture.

    GL.BindTexture(ColourTexture)

  // Render FBO texture
    GL.Begin(Quads) 
    // Draw texture on quad 
    // TexCoord2/Vertex2    
    GL.End

    SwapBuffers
}

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