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May 17, 2016 at 19:46 history edited user1430
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Aug 30, 2014 at 14:14 history tweeted twitter.com/#!/StackGameDev/status/505720254618927104
Jul 25, 2014 at 9:54 history edited mysticalOso CC BY-SA 3.0
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Jul 25, 2014 at 9:18 comment added mysticalOso @Nathan yeah it is strange as it looked like a problem with the depth buffer, sad to hear it will reduce performance but it seems to be fine at the moment.
Jul 25, 2014 at 9:17 answer added mysticalOso timeline score: 1
Jul 24, 2014 at 12:42 comment added agmcleod Be sure to submit your own answer on the question & accept it so others can find it :)
Jul 24, 2014 at 1:23 comment added Nathan Reed That's very odd that changing the color buffer format would have that result. After all the screen is not a 32F buffer, but you could render to the screen without those artifacts. Using a 32F buffer will also hurt performance if you are rendering a lot to it (though it might not matter for you now).
Jul 24, 2014 at 0:15 comment added mysticalOso I fixed it!!!!! Finally!!!!! Turns out all that was required was a tiny change in the line: glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,SCREEN_WIDTH,SCREEN_HEIGHT,0,GL_RGB,GL_UNSIGNED_BYTE,0); to glTexImage2D(GL_TEXTURE_2D,0,GL_RGB32F,SCREEN_WIDTH,SCREEN_HEIGHT,0,GL_RGB,GL_UNSIGNED_BYTE,0); This tutorial saved the day! Any help understanding why changing GL_RGB to GL_RGB32F solved the problem would still be greatly appreciated! Thanks to Heckel for helping reformat my question :)
S Jul 24, 2014 at 0:09 history suggested Heckel CC BY-SA 3.0
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Jul 24, 2014 at 0:02 review Suggested edits
S Jul 24, 2014 at 0:09
Jul 23, 2014 at 23:38 review First posts
Jul 24, 2014 at 0:03
Jul 23, 2014 at 23:34 history asked mysticalOso CC BY-SA 3.0