Drop shadow effect when rendering to SDL with OpenGL
Hello,
I'm running into an issue with the drop shadow effect (this is what ive noticed, there might be other effects or other features) when i render my application to SDL.
This line of code works fine when I use the launcher, but for some reason when i render myself to SDL window, i get a black screen.
Noesis error handler wont raise any errors, thats why i suspect something else, and i couldnt find an answer in the "IntegrationGLUT" guide.
I registered all components with "RegisterAppComponents", could you think of a reason for this to happen?
Thanks in advance :)
I'm running into an issue with the drop shadow effect (this is what ive noticed, there might be other effects or other features) when i render my application to SDL.
Code: Select all
<TextBlock Text="{Binding Path=Value, RelativeSource={RelativeSource AncestorType={x:Type Slider}}}"
Foreground="White" FontSize="33.74" FontWeight="Bold" FontFamily="../../microscope_adjustment_screen/assets/#Mont-Regular"
VerticalAlignment="Center" HorizontalAlignment="Left" Margin="-60,0,0,0">
<TextBlock.Effect>
<DropShadowEffect Color="#48348F" BlurRadius="4" ShadowDepth="0"/>
</TextBlock.Effect>
</TextBlock>
Noesis error handler wont raise any errors, thats why i suspect something else, and i couldnt find an answer in the "IntegrationGLUT" guide.
I registered all components with "RegisterAppComponents", could you think of a reason for this to happen?
Thanks in advance :)
Re: Drop shadow effect when rendering to SDL with OpenGL
Could you use RenderDoc to compare your integration vs our implementation? That should give you all the details.
This is probably happening because your are not injecting the offscreen phase at the right time.
This is probably happening because your are not injecting the offscreen phase at the right time.
Re: Drop shadow effect when rendering to SDL with OpenGL
Doesn't look like the problem is with injecting the offscreen render.
This is the flow of the code:
Also, to make sure, i tried adding "glFinish();" right after the Render line to make sure everything finishes rendering, but still i got a black screen..
Do you have any other suggestions?
Thanks :)
This is the flow of the code:
Code: Select all
void cNoesisScreenManager::renderActiveScreenToFbo(GLuint fbo) {
glBindFramebuffer(GL_FRAMEBUFFER, fbo); // Bind the framebuffer
glViewport(0, 0, width, height); // Set the viewport to the FBO dimensions
glClear(GL_COLOR_BUFFER_BIT); // Clear the FBO
const auto active_view = getCurrentScreen()->screen_view;
auto *renderer = active_view->GetRenderer(); // Get the renderer
renderer->UpdateRenderTree(); // Applies last changes happened in view
renderer->RenderOffscreen(); // Generates offscreen textures
renderer->Render(); // Render UI in the active render target and viewport dimensions
glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind the framebuffer
}
Do you have any other suggestions?
Thanks :)
Re: Drop shadow effect when rendering to SDL with OpenGL
As suggested before, have you tried analyzing the differences with RenderDoc to understand what's going on?
Re: Drop shadow effect when rendering to SDL with OpenGL
After reviewing your code, it seems that the offscreen phase is not being rendered correctly. You need to call RenderOffscreen() before binding the main framebuffer. Additionally, when binding the main buffer, you're only clearing the color bits. Make sure to clear the stencil buffer as well.
These details are thoroughly explained in the Rendering Tutorial that was mentioned earlier.
These details are thoroughly explained in the Rendering Tutorial that was mentioned earlier.
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