Phew! I was confused, but that makes total sense. Great!
On Sun, Apr 8, 2018 at 2:34 PM, Jens Axel Søgaard
wrote:
> Hi David.
>
> Heureka! I think I figured it out. When load-texture defined in
> opengl/utils loads an image
> it automatically generates an mimap, which are smaller versions of t
Hi David.
Heureka! I think I figured it out. When load-texture defined in
opengl/utils loads an image
it automatically generates an mimap, which are smaller versions of the same
image.
When I draw I am drawing on the full size image - so all I need to do is to
generate
a new mimap.
(glGenerat
Something weird is going on. If I make the viewport bigger when drawing to
the screen then I see the blue triangle:
; switch to screen framebuffer
(glBindFramebuffer GL_DRAW_FRAMEBUFFER 0)
(glViewport 0 0 1000 1000) ; somehow this makes a difference?
If I make the viewport exactly match the
Hi David,
Thanks for the viewport suggestion.
I have made a version below that sets the viewport.
Saving the logo+triangle shows that the blue triangle has been drawn on the
frame buffer.
It disappears (?!) when I try to copy contents from the framebuffer to
screen though.
#lang racket/gui
(requi
I'm also learning, but I think in this case the viewport is not sized
correctly to draw to the texture. I think you need something like this:
; Draw a blue triangle ***this is the part that isn't working***
(glDrawBuffer GL_COLOR_ATTACHMENT0) ; draw to color attachment 0
(glDisableGL
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