Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • Home
  • SEARCH
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 5988401
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 22, 20262026-05-22T22:57:12+00:00 2026-05-22T22:57:12+00:00

I’m experimenting with framebuffers to create a glow effect using Java and JOGL, but

  • 0

I’m experimenting with framebuffers to create a glow effect using Java and JOGL, but I am having problems. At the moment, my goal is to render my spaceship model, textured with an illumination texture, to a framebuffer texture and then draw the framebuffer texture to a triangle fan quad. I’m running with OpenGL 2.1 and/or 2.0 Here is my code for generating the framebuffer and its texture:

private int createFrameBuffer(GL2GL3 gl) {
    _frameBufferTextureId = GLHelper.makeTextureBuffer(gl, GL2GL3.GL_RGBA, _width / 2, _height / 2, 0, GL2GL3.GL_RGBA,
            GL2GL3.GL_UNSIGNED_BYTE, GL2GL3.GL_TEXTURE_MIN_FILTER, GL2GL3.GL_TEXTURE_MIN_FILTER, GL2GL3.GL_REPEAT, null);
    int frameBufferId = GLHelper.makeFrameBuffer(gl, _frameBufferTextureId, _width / 2, _height / 2);
    return frameBufferId;
}

public static int makeTextureBuffer(GL2GL3 gl, int glEnumInternalFormat, int width, int height, int border,
        int glEnumPixelFormat, int glEnumPixelType, int glEnumMinFilter, int glEnumMagFilter, int glEnumWrapMode,
        File textureFile) {
    ByteBuffer textureDataBuffer = null;
    if (textureFile != null) {
        String filePath = textureFile.getPath();
        String extension = filePath.substring(filePath.lastIndexOf('.') + 1, filePath.length());
        TextureData textureData = null;
        try {
            textureData = TextureIO.newTextureData(gl.getGLProfile(), textureFile, false, extension);
        } catch (IOException e) {
            throw new RuntimeException("Error reading texture");
        }
        textureDataBuffer = getProperlyFormattedBuffer(textureData);
    }
    IntBuffer texture = IntBuffer.allocate(1);
    gl.glGenTextures(1, texture);
    gl.glBindTexture(GL2GL3.GL_TEXTURE_2D, texture.get(0));
    gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_MIN_FILTER, glEnumMinFilter);
    gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_MAG_FILTER, glEnumMagFilter);
    gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_WRAP_S, glEnumWrapMode);
    gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_WRAP_T, glEnumWrapMode);
    gl.glTexImage2D(GL2GL3.GL_TEXTURE_2D, 0, glEnumInternalFormat, width, height, border, glEnumPixelFormat, glEnumPixelType,
            textureDataBuffer);
    gl.glBindTexture(GL2GL3.GL_TEXTURE_2D, 0);
    return texture.get(0);
}

public static int makeFrameBuffer(GL2GL3 gl, int textureBufferId, int width, int height) {
    IntBuffer frameBuffer = IntBuffer.allocate(1);
    gl.glGenFramebuffers(1, frameBuffer);
    gl.glBindFramebuffer(GL2GL3.GL_FRAMEBUFFER, frameBuffer.get(0));
    gl.glFramebufferTexture2D(GL2GL3.GL_FRAMEBUFFER, GL2GL3.GL_COLOR_ATTACHMENT0, GL2GL3.GL_TEXTURE_2D, textureBufferId, 0);
    verifyFrameBuffer(gl);
    gl.glBindFramebuffer(GL2GL3.GL_FRAMEBUFFER, 0);
    return frameBuffer.get(0);
}

private void drawTextureQuad(GL2GL3 gl) {
    _glowShader.bind(gl);
    int textureLocation = _glowShader.getUniformFields().getIlluminationTextureLocation();
    gl.glUniform1i(textureLocation, 0);
    gl.glActiveTexture(GL2GL3.GL_TEXTURE0);
    gl.glBindTexture(GL2GL3.GL_TEXTURE_2D, _frameBufferTextureId);

    int vertexLocation = _glowShader.getAttributeFields().getVertexLocation();
    gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _textureQuadId);
    gl.glVertexAttribPointer(vertexLocation, 3, GL2GL3.GL_FLOAT, false, 0, 0);
    gl.glEnableVertexAttribArray(vertexLocation);

    int textureCoordLocation = _glowShader.getAttributeFields().getVertexTextureCoordinateLocation();
    gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _textureQuadCoordsId);
    gl.glVertexAttribPointer(textureCoordLocation, 2, GL2GL3.GL_FLOAT, false, 0, 0);
    gl.glEnableVertexAttribArray(textureCoordLocation);

    gl.glDrawArrays(GL2GL3.GL_TRIANGLE_FAN, 0, 4);
    _glowShader.unbind(gl);
}

In my render loop, I am doing the following:

_glowShader.bind(gl);// bind my Shader object.
gl.glUniformMatrix4fv(_glowShader.getUniformFields().getProjectionMatrixLocation(), 1, true, _projectionMatrix.getBuffer());
gl.glUniformMatrix4fv(_glowShader.getUniformFields().getModelViewMatrixLocation(), 1, true, _modelViewMat.getBuffer());
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, _framebufferId);
gl.glDrawBuffers(1, _frameBufferAttachmentss); //contains GL_COLOR_ATTACHMENT0
gl.glViewport(0, 0, _width / 2, _height / 2); // same size as texture
_spaceship.draw(gl, _glowShader);// draw method in my ModelObject class
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0);
_glowShader.unbind(gl);

drawTextureQuad(gl);

When I run this, my quad is drawn as it should, but the texture is all black. When I comment out any framebuffer bindings in my render loop, the model is rendered as it should, so I know that there is nothing wrong with my shader code. When I replace _frameBufferTextureId with another texture loaded from a file, that texture is properly drawn, so I know my texture coordinates are working and, again, my shader code is correct. Whenever I bind my frame buffer though, I don’t get anything I expect. I’m also verifying my framebuffer and it is GL_FRAMEBUFFER_COMPLETE.

I’ve read countless tutorials and posts here on stackoverflow, but I can’t for the life of me figure out what I’m doing wrong. Any help would be great! Thanks.

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-22T22:57:13+00:00Added an answer on May 22, 2026 at 10:57 pm

    As Bethor pointed out, I was passing in GL_TEXTURE_MIN_FILTER twice to my makeTextureBuffer method. This was resolving to the glTexParameteri() calls of:

    gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_MIN_FILTER, GL2GL2.GL_TEXTURE_MIN_FILTER);
    gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_MAG_FILTER, GL2GL2.GL_TEXTURE_MIN_FILTER);
    

    which of course, makes no sense. Changing my calls to pass in GL_LINEAR fixed everything.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

link Im having trouble converting the html entites into html characters, (&# 8217;) i
Seemingly simple, but I cannot find anything relevant on the web. What is the
That's pretty much it. I'm using Nokogiri to scrape a web page what has
I want to count how many characters a certain string has in PHP, but
I have a French site that I want to parse, but am running into
Does anyone know how can I replace this 2 symbol below from the string
this is what i have right now Drawing an RSS feed into the php,
I'm trying to decode HTML entries from here NYTimes.com and I cannot figure out
I have just tried to save a simple *.rtf file with some websites and
I ran into a problem. Wrote the following code snippet: teksti = teksti.Trim() teksti

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.