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  FrameBuffer filtering problem  (Read 642 times)
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Offline mmx358

Senior Newbie


Exp: 3 years



« Posted 2018-01-20 17:40:35 »

Hi there!

I'm trying to incorporate a post processing shader in my first project. So I set up a FrameBuffer, drawing onto it, and then drawing a texture from it onto screen.

But when I render directly on screen, I get this:


When I render using FrameBuffer, I get this:


Notice how different edges of bricks look. As far as I understand, in the second case there is no texture filtering? Or what is causing this is more tricky?

I'm using LibGdx.

Textures are loaded like this:
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brickTexture = new Texture(Gdx.files.internal(BRICK));


FrameBuffer setup:
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        frameBuffer = FrameBuffer.createFrameBuffer(
                Pixmap.Format.RGBA8888,
                Gdx.graphics.getWidth(),
                Gdx.graphics.getHeight(),
                false);


And my render() method:
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    @Override
    public void render(float delta) {
        camera.update();

        if (paused) {
            menu.act(delta);
        } else {
            game.act(delta);
        }

        frameBuffer.begin();

        Gdx.gl.glClearColor(0, 0, 0, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        if (paused) {
            menu.draw();
        } else {
            batch.begin();
            game.draw(batch);
            batch.end();
        }

        frameBuffer.end();
       
        viewport.apply();

        Gdx.gl.glClearColor(0, 0, 0, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        batch.begin();
        batch.draw(frameBuffer.getColorBufferTexture(), 0, WORLD_HEIGHT, WORLD_WIDTH, -WORLD_HEIGHT);
        batch.end();
    }
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