C language function:glDrawBuffer sample codes

Search sample code in the internet.It is the result.


TITLE : Lighting | adrien.io
// Create Framebuffer Object glGenFramebuffers(1, &gbufferFbo); glBindFramebuffer(GL_FRAMEBUFFER, gbufferFbo); // Initialize DrawBuffers gbufferDrawBuffers[0] = GL_COLOR_ATTACHMENT0; gbufferDrawBuffers[1] = GL_COLOR_ATTACHMENT1; glDrawBuffers(2, gbufferDrawBuffers);.......
http://adrien.io/opengl-course/lesson-2-lighting/


TITLE : Lighting | adrien.io
glDrawBuffers(2, gbufferDrawBuffers);.......
http://adrien.io/opengl-course/lesson-2-lighting/
TITLE : accessing depth information of rendertexture - Unity Answers
glDrawBuffer(GL_NONE); // For depth-only-renderings, if you need also frag-color don't use this........
http://answers.unity3d.com/questions/137552/accessing-depth-information-of-rendertexture.html
TITLE : simpleLite - The First Example Application to Look At [ARToolkit]
glDrawBuffer(GL_BACK);.......
http://archive.artoolkit.org/documentation/doku.php@id=7_Examples%3Aexample_simplelite
TITLE : Athenstean / OpenGL Frame Buffer Objects, Blitting and Multi-Sampling
glDrawBuffers(1, DrawBuffers); // "1" is the size of DrawBuffers.......
http://blog.athenstean.com/post/88745931231/opengl-frame-buffer-objects-blitting-and
TITLE : 73528 – Deferred lighting in Second Life causes system hiccups and screen flickering
Apparently, if 2 textures are attached to a fbo (as GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1), GL_COLOR_ATTACHMENT1 is cleared and after that glDrawBuffers(2, {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}) is called, but the shader of the following drawing command doesn't write anything in the second buffer (GL_COLOR_ATTACHMENT1), then it will hang........
http://bugs.freedesktop.org/show_bug.cgi@id=73528
TITLE : How to quickly add bloom to your game engine
glDrawBuffers(2, fboBuffers);.......
http://chrismdp.com/2015/06/how-to-quickly-add-bloom-to-your-engine/
TITLE : New Page 1
* Stereo-aware applications - the OpenGL application requests a stereo visual and renders separate left and right images to the left/right color buffers specified by calls to glDrawBuffer(). This method is typically used with active stereo hardware but Chromium allows this method to be used with passive stereo hardware as well........
http://chromium.sourceforge.net/doc/stereo.html
TITLE : New Page 1
In its simplest configuration, a tilesort SPU drives two crservers, one designated for the left eye and the other for the right eye. Calls to glDrawBuffer() control which crserver is rendered to. In a more sophisticated configuration, a tilesort SPU may have a larger number of crservers (half designated for the left eye and the other half for the right eye), each half forming a tiled mural........
http://chromium.sourceforge.net/doc/stereo.html
TITLE : New Page 1
The force_quad_buffering option tricks the application into rendering every frame twice. The magic takes place in the SwapBuffers() function. After rendering the first (left) view the tilesort SPU calls glDrawBuffer(GL_RIGHT) and sends an X Expose event to the application. The event causes the application to redraw the window. When the the second drawing is done and SwapBuffers() is called again, glDrawBuffer(GL_LEFT) is called to get ready for drawing the next left view........
http://chromium.sourceforge.net/doc/stereo.html
TITLE : New Page 1
The call to glDrawBuffer(GL_LEFT or GL_RIGHT) also causes the tilesort SPU to install either the left or right view/projection matrices needed for that view........
http://chromium.sourceforge.net/doc/stereo.html
TITLE : glReadPixels not working when reading from a Fr... |Intel Communities
glDrawBuffers(fColBufSize, @fBuffer[0]);.......
http://communities.intel.com/thread/56951
TITLE : MultiSample AntiAliasing using multisample FBO - Graphics Discussions - Graphics & Multimedia - Arm Community
//glDrawBuffers(1, DrawBuffers[0]);.......
http://community.arm.com/graphics/f/discussions/4426/multisample-antialiasing-using-multisample-fbo
TITLE : MultiSample AntiAliasing using multisample FBO - Graphics Discussions - Graphics & Multimedia - Arm Community
//GL_CHECK(glDrawBuffers(1,attachments));.......
http://community.arm.com/graphics/f/discussions/4426/multisample-antialiasing-using-multisample-fbo

glDrawBuffer(GL_BACK_LEFT);.......
http://cse.csusb.edu/tongyu/courses/cs621/notes/3dmovies2.php

glDrawBuffer(GL_BACK_RIGHT);.......
http://cse.csusb.edu/tongyu/courses/cs621/notes/3dmovies2.php
TITLE : GLES30 | Android Developers
static void glDrawBuffers(int n, int[] bufs, int offset).......
http://developer.android.com/reference/android/opengl/GLES30.html
TITLE : GLES30 | Android Developers
static void glDrawBuffers(int n, IntBuffer bufs).......
http://developer.android.com/reference/android/opengl/GLES30.html
TITLE : OpenGLES Design Guidelines
glDrawBuffers(3, targets);.......
http://developer.apple.com/library/content/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/OpenGLESApplicationDesign/OpenGLESApplicationDesign.html
TITLE : Nexus 7 OpenGL ES 3.0 Problem with framebuffer color attachments - Qualcomm Developer Network
glDrawBuffers( 1, &Buffer );.......
http://developer.qualcomm.com/comment/6823
TITLE : Nexus 7 OpenGL ES 3.0 Problem with framebuffer color attachments - Qualcomm Developer Network
glDrawBuffers( 2, Buffers );.......
http://developer.qualcomm.com/comment/6823
TITLE : QOpenGLFunctions_3_3_Core Class | Qt GUI 5.9
void glDrawBuffer(GLenum mode).......
http://doc.qt.io/qt-5/qopenglfunctions-2-0.html
TITLE : QOpenGLFunctions_3_3_Core Class | Qt GUI 5.9
void glDrawBuffers(GLsizei n, const GLenum *bufs).......
http://doc.qt.io/qt-5/qopenglfunctions-2-0.html
TITLE : QOpenGLFunctions_3_3_Core Class | Qt GUI 5.9
void QOpenGLFunctions_2_0::glDrawBuffer(GLenum mode).......
http://doc.qt.io/qt-5/qopenglfunctions-2-0.html
TITLE : QOpenGLFunctions_3_3_Core Class | Qt GUI 5.9
void QOpenGLFunctions_2_0::glDrawBuffers(GLsizei n, const GLenum *bufs).......
http://doc.qt.io/qt-5/qopenglfunctions-2-0.html
TITLE : QOpenGLFunctions_3_3_Core Class | Qt GUI 5.9
void glDrawBuffer(GLenum mode).......
http://doc.qt.io/qt-5/qopenglfunctions-3-1.html
TITLE : QOpenGLFunctions_3_3_Core Class | Qt GUI 5.9
void glDrawBuffers(GLsizei n, const GLenum *bufs).......
http://doc.qt.io/qt-5/qopenglfunctions-3-1.html
TITLE : QOpenGLFunctions_3_3_Core Class | Qt GUI 5.9
void QOpenGLFunctions_3_1::glDrawBuffer(GLenum mode).......
http://doc.qt.io/qt-5/qopenglfunctions-3-1.html
TITLE : QOpenGLFunctions_3_3_Core Class | Qt GUI 5.9
void QOpenGLFunctions_3_1::glDrawBuffers(GLsizei n, const GLenum *bufs).......
http://doc.qt.io/qt-5/qopenglfunctions-3-1.html
TITLE : QOpenGLFunctions_3_3_Core Class | Qt GUI 5.9
void glDrawBuffer(GLenum mode).......
http://doc.qt.io/qt-5/qopenglfunctions-3-3-core.html
TITLE : QOpenGLFunctions_3_3_Core Class | Qt GUI 5.9
void glDrawBuffers(GLsizei n, const GLenum *bufs).......
http://doc.qt.io/qt-5/qopenglfunctions-3-3-core.html
TITLE : QOpenGLFunctions_3_3_Core Class | Qt GUI 5.9
void QOpenGLFunctions_3_3_Core::glDrawBuffer(GLenum mode).......
http://doc.qt.io/qt-5/qopenglfunctions-3-3-core.html
TITLE : QOpenGLFunctions_3_3_Core Class | Qt GUI 5.9
void QOpenGLFunctions_3_3_Core::glDrawBuffers(GLsizei n, const GLenum *bufs).......
http://doc.qt.io/qt-5/qopenglfunctions-3-3-core.html
TITLE : GL2GL3 (JOGL, NativeWindow and NEWT APIs)
void glDrawBuffer(int mode).......
http://download.java.net/media/jogl/jogl-2.x-docs/javax/media/opengl/GL2GL3.html
TITLE : GL2GL3 (JOGL, NativeWindow and NEWT APIs)
Entry point to C language function: void glDrawBuffer(GLenum mode);.......
http://download.java.net/media/jogl/jogl-2.x-docs/javax/media/opengl/GL2GL3.html
TITLE : GL2GL3 (JOGL, NativeWindow and NEWT APIs)
void glDrawBuffers(int n, int[] ids, int ids_offset).......
http://download.java.net/media/jogl/jogl-2.x-docs/javax/media/opengl/GL2GL3.html
TITLE : GL2GL3 (JOGL, NativeWindow and NEWT APIs)
Entry point to C language function: void glDrawBuffers(GLsizei n, const GLenum * ids);.......
http://download.java.net/media/jogl/jogl-2.x-docs/javax/media/opengl/GL2GL3.html
TITLE : GL2GL3 (JOGL, NativeWindow and NEWT APIs)
void glDrawBuffers(int n, IntBuffer ids).......
http://download.java.net/media/jogl/jogl-2.x-docs/javax/media/opengl/GL2GL3.html
TITLE : GL2GL3 (JOGL, NativeWindow and NEWT APIs)
Entry point to C language function: void glDrawBuffers(GLsizei n, const GLenum * ids);.......
http://download.java.net/media/jogl/jogl-2.x-docs/javax/media/opengl/GL2GL3.html
TITLE : GL2GL3 (JOGL, NativeWindow and NEWT APIs)
void glDrawBuffer(int mode).......
http://download.java.net/media/jogl/jogl-2.x-docs/javax/media/opengl/GL2GL3.html
TITLE : GL2GL3 (JOGL, NativeWindow and NEWT APIs)
Entry point to C language function: void glDrawBuffer(GLenum mode);.......
http://download.java.net/media/jogl/jogl-2.x-docs/javax/media/opengl/GL2GL3.html
TITLE : GL2GL3 (JOGL, NativeWindow and NEWT APIs)
void glDrawBuffers(int n,.......
http://download.java.net/media/jogl/jogl-2.x-docs/javax/media/opengl/GL2GL3.html
TITLE : GL2GL3 (JOGL, NativeWindow and NEWT APIs)
Entry point to C language function: void glDrawBuffers(GLsizei n, const GLenum * ids);.......
http://download.java.net/media/jogl/jogl-2.x-docs/javax/media/opengl/GL2GL3.html
TITLE : GL2GL3 (JOGL, NativeWindow and NEWT APIs)
void glDrawBuffers(int n,.......
http://download.java.net/media/jogl/jogl-2.x-docs/javax/media/opengl/GL2GL3.html
TITLE : GL2GL3 (JOGL, NativeWindow and NEWT APIs)
Entry point to C language function: void glDrawBuffers(GLsizei n, const GLenum * ids);.......
http://download.java.net/media/jogl/jogl-2.x-docs/javax/media/opengl/GL2GL3.html
TITLE : Framebuffer crash
glDrawBuffer(GL_NONE);.......
http://en.sfml-dev.org/forums/index.php@topic=21453.0
TITLE : ShadowMapping with GLUT and GLSL
glDrawBuffer(GL_NONE);.......
http://fabiensanglard.net/shadowmapping/index.php
TITLE : jogl - FBO's - I cant make render to depth buffer work
gl.glDrawBuffer(GL4.GL_COLOR_ATTACHMENT0);.......
http://forum.jogamp.org/FBO-s-I-cant-make-render-to-depth-buffer-work-td4037322.html
TITLE : CGTalk - some problem of using openGL in maya c++
i didn't use any pointer >_< (maybe this is why my strange mistake happens?) because i saw some example code in the redbook, which just run glDrawBuffer() and glReadBuffer() before glReadPixels()....and i saw that even i don't run the two buffer function, still can get correct pixels from buffer, then i didn't use them :P........
http://forums.cgsociety.org/archive/index.php@t-1001043.html
TITLE : Simple OpenGL example with GLFW, GLEW and OculusSDK 0.3.1 Oculus
glDrawBuffers(1, l_GLDrawBuffers); // "1" is the size of DrawBuffers.......
http://forums.oculus.com/developer/discussion/8152/simple-opengl-example-with-glfw-glew-and-oculussdk-0-3-1
TITLE : Simple OpenGL example with GLFW, GLEW and OculusSDK 0.3.1 Oculus
glDrawBuffers(1, l_GLDrawBuffers); // "1" is the size of DrawBuffers.......
http://forums.oculus.com/developer/discussion/8152/simple-opengl-example-with-glfw-glew-and-oculussdk-0-3-1
TITLE : mesa-demos: src/xdemos/glxgears.c Source File - doxygen documentation | Fossies Dox
glDrawBuffer(GL_BACK_LEFT);.......
http://fossies.org/dox/mesa-demos-8.3.0/glxgears_8c_source.html
TITLE : mesa-demos: src/xdemos/glxgears.c Source File - doxygen documentation | Fossies Dox
glDrawBuffer(GL_BACK_RIGHT);.......
http://fossies.org/dox/mesa-demos-8.3.0/glxgears_8c_source.html
TITLE : c++ - OpenGL FBO not being drawn to - Game Development Stack Exchange
glDrawBuffers(2, DrawBuffers);.......
http://gamedev.stackexchange.com/questions/61524/opengl-fbo-not-being-drawn-to
TITLE : c++ - OpenGL FBO not being drawn to - Game Development Stack Exchange
glDrawBuffers(1, LPDrawBuffers);.......
http://gamedev.stackexchange.com/questions/61524/opengl-fbo-not-being-drawn-to
TITLE : c++ - OpenGL FBO not being drawn to - Game Development Stack Exchange
glDrawBuffers(2, DrawBuffers); // GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1.......
http://gamedev.stackexchange.com/questions/61524/opengl-fbo-not-being-drawn-to
TITLE : c++ - OpenGL FBO not being drawn to - Game Development Stack Exchange
glDrawBuffers(1, LPDrawBuffers); // GL_COLOR_ATTACHMENT0.......
http://gamedev.stackexchange.com/questions/61524/opengl-fbo-not-being-drawn-to
TITLE : mujoco-py/mjvive.py at master openai/mujoco-py GitHub
gl.glDrawBuffer(gl.GL_COLOR_ATTACHMENT0).......
http://github.com/openai/mujoco-py/blob/master/examples/mjvive.py
TITLE : mujoco-py/mjvive.py at master openai/mujoco-py GitHub
gl.glDrawBuffer(gl.GL_BACK if ctx.con.windowDoublebuffer else gl.GL_FRONT).......
http://github.com/openai/mujoco-py/blob/master/examples/mjvive.py
TITLE : mujoco-py/mjvive.py at master openai/mujoco-py GitHub
gl.glDrawBuffer(gl.GL_COLOR_ATTACHMENT1).......
http://github.com/openai/mujoco-py/blob/master/examples/mjvive.py
TITLE : mujoco-py/mjvive.py at master openai/mujoco-py GitHub
gl.glDrawBuffer(gl.GL_COLOR_ATTACHMENT0).......
http://github.com/openai/mujoco-py/blob/master/examples/mjvive.py
TITLE : Render To Texture in OpenGL
Next we have to tellOpenGL in which buffers he is going to draw. We can set themhis using OpenGLfs method glDrawBuffers(GLsizei n,const GLenum *bufs),wherebufs is a vector enum with our attachments and n is the size of the vector. Notice that we donft pass theGL_DEPTH_ATTACHMENT........
http://in2gpu.com/2014/09/24/render-to-texture-in-opengl/
TITLE : COVISE and OpenCOVER support - Immersive Visualization Lab Wiki
glDrawBuffer(GL_FRONT); // set draw buffer to front in order to read image data.......
http://ivl.calit2.net/wiki/index.php/COVISE_and_OpenCOVER_support
TITLE : Shadows 3D Game Development with LWJGL 3
glDrawBuffer(GL_NONE);.......
http://lwjglgamedev.gitbooks.io/3d-game-development-with-lwjgl/content/chapter18/chapter18.html
TITLE : Shadows 3D Game Development with LWJGL 3
glDrawBuffer(GL_NONE);.......
http://lwjglgamedev.gitbooks.io/3d-game-development-with-lwjgl/content/chapter18/chapter18.html
TITLE : An eye into my World -Tricks, Thoughts, Ideas, Solutions: 2010
glDrawBuffers(2, &g_drawBuffers[1]);.......
http://mmmovania.blogspot.com/2010/@m=0
TITLE : An eye into my World -Tricks, Thoughts, Ideas, Solutions: 2010
glDrawBuffer(g_drawBuffers[0]);.......
http://mmmovania.blogspot.com/2010/@m=0
TITLE : An eye into my World -Tricks, Thoughts, Ideas, Solutions: 2010
glDrawBuffer(g_drawBuffers[6]);.......
http://mmmovania.blogspot.com/2010/@m=0
TITLE : An eye into my World -Tricks, Thoughts, Ideas, Solutions: 2010
glDrawBuffers(2, &g_drawBuffers[bufId+1]);.......
http://mmmovania.blogspot.com/2010/@m=0
TITLE : An eye into my World -Tricks, Thoughts, Ideas, Solutions: 2010
glDrawBuffer(g_drawBuffers[bufId+0]);.......
http://mmmovania.blogspot.com/2010/@m=0
TITLE : An eye into my World -Tricks, Thoughts, Ideas, Solutions: 2010
glDrawBuffers(3, &g_drawBuffers[bufId+0]);.......
http://mmmovania.blogspot.com/2010/@m=0
TITLE : An eye into my World -Tricks, Thoughts, Ideas, Solutions: 2010
glDrawBuffer(g_drawBuffers[6]);.......
http://mmmovania.blogspot.com/2010/@m=0
TITLE : An eye into my World -Tricks, Thoughts, Ideas, Solutions: 2010
glDrawBuffer(GL_BACK);.......
http://mmmovania.blogspot.com/2010/@m=0
TITLE : An eye into my World -Tricks, Thoughts, Ideas, Solutions: 2010
glDrawBuffer(g_drawBuffers[0]);.......
http://mmmovania.blogspot.com/2010/@m=0
TITLE : An eye into my World -Tricks, Thoughts, Ideas, Solutions: 2010
glDrawBuffer(g_drawBuffers[0]);.......
http://mmmovania.blogspot.com/2010/@m=0
TITLE : An eye into my World -Tricks, Thoughts, Ideas, Solutions: 2010
glDrawBuffer(GL_BACK);.......
http://mmmovania.blogspot.com/2010/@m=0
TITLE : An eye into my World -Tricks, Thoughts, Ideas, Solutions: Order independent transparency (Front to back depth peeling)
glDrawBuffer(g_drawBuffers[0]);.......
http://mmmovania.blogspot.com/2010/11/order-independent-transparency.html
TITLE : An eye into my World -Tricks, Thoughts, Ideas, Solutions: Order independent transparency (Front to back depth peeling)
glDrawBuffer(g_drawBuffers[0]);.......
http://mmmovania.blogspot.com/2010/11/order-independent-transparency.html
TITLE : An eye into my World -Tricks, Thoughts, Ideas, Solutions: Order independent transparency (Front to back depth peeling)
glDrawBuffer(GL_BACK);.......
http://mmmovania.blogspot.com/2010/11/order-independent-transparency.html
TITLE : glDrawBuffer function (Windows)
void WINAPI glDrawBuffer(.......
http://msdn.microsoft.com/ja-jp/library/windows/desktop/dd318838(v=vs.85).aspx
TITLE : Tutorial 35 - Deferred Shading - Part 1
glDrawBuffers(ARRAY_SIZE_IN_ELEMENTS(DrawBuffers), DrawBuffers);.......
http://ogldev.atspace.co.uk/www/tutorial35/tutorial35.html
TITLE : Tutorial 35 - Deferred Shading - Part 1
In order to do MRT we need to enable writing to all four textures. We do that by supplying an array of attachment locations to the glDrawBuffers() function. This array allows for some level of flexibility because if we put GL_COLOR_ATTACHMENT6 as its first index then when the FS writes to the first output variable it will go into the texture that is attached to GL_COLOR_ATTACHMENT6. We are not interested in this complexity in this tutorial so we simply line the attachments one after the other........
http://ogldev.atspace.co.uk/www/tutorial35/tutorial35.html
TITLE : Tutorial 35 - Deferred Shading - Part 1
The FS is responsible for doing MRT. Instead of outputting a single vector it outputs multiple vectors. Each of these vectors goes to a corresponding index in the array that was previously set by glDrawBuffers(). So in each FS invocation we are writing into the four textures of the G buffer........
http://ogldev.atspace.co.uk/www/tutorial35/tutorial35.html
TITLE : ofFbo | openFrameworks
This method allows you to render the results of a shading pass to all the textures inside the FBO. It's handy if you have many textures inside your FBO, for instance, a normals texture, a colored depth texture, a color texture, and you want to have a shader render to all of them at once. It calls glDrawBuffers() internally, which you can learn more about here........
http://openframeworks.cc/documentation/gl/ofFbo/
TITLE : Calculating Stereo Pairs
In stereo mode this defines two buffers namely GL_BACK_LEFT and GL_BACK_RIGHT. The appropriate buffer is selected before operations that would affect it are performed, this is using the routine glDrawBuffer(). So for example to clear the two buffers:.......
http://paulbourke.net/stereographics/stereorender/
TITLE : Calculating Stereo Pairs
glDrawBuffer(GL_BACK_LEFT);.......
http://paulbourke.net/stereographics/stereorender/
TITLE : Calculating Stereo Pairs
glDrawBuffer(GL_BACK_RIGHT);.......
http://paulbourke.net/stereographics/stereorender/
TITLE : Calculating Stereo Pairs
glDrawBuffer(GL_BACK);.......
http://paulbourke.net/stereographics/stereorender/
TITLE : Calculating Stereo Pairs
glDrawBuffer(GL_BACK_RIGHT);.......
http://paulbourke.net/stereographics/stereorender/
TITLE : Calculating Stereo Pairs
glDrawBuffer(GL_BACK_LEFT);.......
http://paulbourke.net/stereographics/stereorender/
TITLE : Calculating Stereo Pairs
glDrawBuffer(GL_BACK);.......
http://paulbourke.net/stereographics/stereorender/
TITLE : Calculating Stereo Pairs
glDrawBuffer(GL_BACK_RIGHT);.......
http://paulbourke.net/stereographics/stereorender/
TITLE : Calculating Stereo Pairs
glDrawBuffer(GL_BACK_LEFT);.......
http://paulbourke.net/stereographics/stereorender/
TITLE : Calculating Stereo Pairs
glDrawBuffer(GL_BACK);.......
http://paulbourke.net/stereographics/stereorender/
TITLE : Calculating Stereo Pairs
// For frame sequential, earlier use glDrawBuffer(GL_BACK_RIGHT);.......
http://paulbourke.net/stereographics/stereorender/
TITLE : Calculating Stereo Pairs
// For frame sequential, earlier use glDrawBuffer(GL_BACK_LEFT);.......
http://paulbourke.net/stereographics/stereorender/
TITLE : Simple OpenGL FBO Textures – r3dux.org
glDrawBuffers(1, fboBuff);.......
http://r3dux.org/2011/05/simple-opengl-fbo-textures/
TITLE : Simple OpenGL FBO Textures – r3dux.org
glDrawBuffers(1, windowBuff);.......
http://r3dux.org/2011/05/simple-opengl-fbo-textures/
TITLE : TP08-shadow-mapping
Then use glDrawBuffer(GL_NONE);.......
http://romain.vergne.free.fr/teaching/IS/TP08.html
search Google

https://www.google.com/#q=glDrawBuffer