Timeline for OpenGL back and front buffer - counting and adjusting the number of red pixels before displaying to screen
Current License: CC BY-SA 3.0
9 events
when toggle format | what | by | license | comment | |
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S Mar 3, 2018 at 17:40 | history | suggested | user7220 | CC BY-SA 3.0 |
Corrected indents..
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Mar 3, 2018 at 8:31 | review | Suggested edits | |||
S Mar 3, 2018 at 17:40 | |||||
Sep 30, 2017 at 16:09 | answer | added | Christian Rau | timeline score: 2 | |
Feb 17, 2017 at 16:47 | comment | added | Dan Hulme | There's a clear mask that affects which buffers are cleared. But I'm just guessing at things here, since you haven't posted a minimal, verifiable example. | |
Feb 16, 2017 at 21:09 | comment | added | Stackmm | I have tried doing glCear(GL_BACK_LEFT) between each iteration but it is not clearing, I'm wondering if I'm missing a line of code before the glClear, or if I'm calling it right. I think the problem is that the back buffer isn't clearing | |
Feb 16, 2017 at 16:56 | comment | added | Dan Hulme | Have you remembered to glClear() between each iteration of the loop (or ensure that you're drawing over every pixel in your "function to adjust")? | |
Feb 16, 2017 at 16:55 | comment | added | Dan Hulme | I'm not sure I've understood what's going wrong, but couldn't you just repeatedly render to a texture and then just draw a single textured quad when your texture is how you like it? | |
Feb 16, 2017 at 5:53 | history | edited | Stackmm |
edited tags
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Feb 16, 2017 at 4:26 | history | asked | Stackmm | CC BY-SA 3.0 |