c++ - Multi-texturing using QOpenGLTexture and QOpenGLFrameBufferObject -
I am trying to port a new project into new Qt5 OpenGL classes. I want to render in a texture using an FBO. In the previous code, multiple textures have been used which I am connecting with FBO on-demand. Therefore, I attach a fixed texture object, do the rendering, attach another texture and do a different operation and output is given in the newly attached texture, and so on.
I was wondering how I go about doing this using Qt5 OpenGL classes. For example, I can not understand how to attach a QOpenGLTexture
object to QOpenGLFrameBufferObject
, so that I can present it. I can see that there is a texture ()
method and a latchactation ()
method but they both just return text IDs, as well as the active texture unit How can I change? For example, I want to sample two textures in my reader program. Therefore, I need to compose two textures with different textile units.
To clarify, the main problem I am running with the new API is that I QOpenGLFrameBufferObject
will return a QOpenGLTexture
object to only ToImage ()
method and texture ()
and latchactation ()
are the methods I think I just type QOngGLTtexture
Can I create QImage
to toImage ()
) using But I'm not sure he would be skilled.
Could.
Yes, QOpenGLFrameBufferObject predicts QOpenGLTtexture and in this way, it does not use QOpenGLTtexture or does not display It should be added, but in reality, QOpenGLFBO should only be re-written to support multiple attachments.
In addition, what is the problem of using GL calls manually?
GLuint textureId = Fbo-> Texture (); GlActiveTexture (GL_TEXTURE4); Globinated (GL_TEXTURE_2D, textured ID); GlActiveTexture (GL_TEXTURE9); Globinated (GL_TEXTURE_3D, second piece); QOpenGLTexture * yet other = affable (); YetAnother-> Tie (2); Program- & gt; Set Uniform Value ("samplerphosphate", GL_TEXTURE4 - GL_TEXTURE0); Program- & gt; Set Uniform Value ("my3dSampler", GL_TEXTURE9 - GL_TEXTURE0); Program- & gt; Set Uniform Value ("One Uniform", 2); // Use layout (binding =) in GLSL
etc.
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