Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

FBO quirks (no FBO in windowed mode, black screen when resolution is different from desktop) #1174

Closed
dtugend opened this issue May 26, 2013 · 3 comments

Comments

@dtugend
Copy link
Contributor

dtugend commented May 26, 2013

Hi

I don't quite understand why you guys use FBO (when not using -nofbo and having OpenGL 3.x available).

Is it Frame Buffer Object?
If so why you use it?

  • You don't use it in windowed mode it seems. Why?
  • When using a fullscreen resolution different from the desktop resolution the screen will go black for the attached hardware setups (2 examples, one being an NVIDA card, the other being AMD):
    https://gist.github.com/ripieces/5653288
    (A resolution the same as the desktop resolution will work though it seems.)

To be honest I wouldn't mind if that FBO feature would vanish again :)

@ghost
Copy link

ghost commented May 26, 2013

You don't use it in windowed mode it seems. Why?

Why do you think so?

When using a fullscreen resolution different from the desktop resolution the screen will go black for the attached

might be related with #834

@dtugend
Copy link
Contributor Author

dtugend commented May 26, 2013

You don't use it in windowed mode it seems. Why?

Why do you think so?

Because atm HLAE doesn't handle Half-Life's FBO usage, which results in the buffer being cleared when the FBO is not attached yet again (upon SwapBuffers), which in turn results in distorted images (because the buffer is not cleared).
This doesn't happen in windowed mode (which most HLAE users use), so I think they are not using FBO then. If windowed mode would use FBO, then the images should have the same problems like in fullscreen with FBO.

might be related with 834

Yes, not sure if I should close my issue or not, maybe one open issue is enough.
I don't know, I'll leave it open for now, if the admins decide it's related and close it that will be fine with me.

@alfred-valve
Copy link
Contributor

We use it in fullscreen to add support for a full screen anti-alias pass using optimal driver paths (i.e make it fast). It isn't in windowed mode because the backbuffer and in-game resolution match in that case and don't need the intermediate FBO for the scale and resolve step.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

2 participants