I'm currently working on a camera app for the iPhone in which I take the camera input, convert that to an OpenGL texture and then map it onto a 3D Object (currently a plane in perspective projection, for the sake of simplicity). After mapping the camera input to this 3D plane I then render this 3D scene to a texture which is then used as a new texture for a plane in orthographic space (to apply additional filters in my fragment shader).
As long as I keep everything in orthographic projection, the resolution of my render texture is pretty high. But from the moment I put my plane in perspective projection the resolution of my render texture is very low.
Comparison:
As you can see, the last image has a very low resolution compared to the other two. So I'm guessing I'm doing something wrong.
I'm currently not using multisampling on any of my framebuffers and I'm in doubt if I will need it anyway to fix my problem since the orthographic scene works perfectly.
The textures I render into are 2048x2048 (will eventually be outputted as an image to the iPhone camera roll).
Here are some parts of my source code that I think might be relevant:
Code to create the framebuffer that gets outputted to the screen:
// Color renderbuffer
glGenRenderbuffers(1, &colorRenderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderBuffer);
[context renderbufferStorage:GL_RENDERBUFFER
fromDrawable:(CAEAGLLayer*)glView.layer];
// Depth renderbuffer
glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
// Framebuffer
glGenFramebuffers(1, &defaultFrameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, defaultFrameBuffer);
// Associate renderbuffers with framebuffer
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, colorRenderBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, depthRenderbuffer);
TextureRenderTarget class:
void TextureRenderTarget::init()
{
// Color renderbuffer
glGenRenderbuffers(1, &colorRenderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8_OES,
width, height);
// Depth renderbuffer
glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
width, height);
// Framebuffer
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
// Associate renderbuffers with framebuffer
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, colorRenderBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, depthRenderbuffer);
// Texture and associate with framebuffer
texture = new RenderTexture(width, height);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, texture->getHandle(), 0);
// Check for errors
checkStatus();
}
void TextureRenderTarget::bind() const
{
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderBuffer);
}
void TextureRenderTarget::unbind() const
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
And finally, a snippet on how I create the render texture and fill it with pixels:
void Texture::generate()
{
// Create texture to render into
glActiveTexture(unit);
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_2D, handle);
// Configure texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
void Texture::setPixels(const GLvoid* pixels)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, pixels);
updateMipMaps();
}
void Texture::updateMipMaps() const
{
glBindTexture(GL_TEXTURE_2D, handle);
glGenerateMipmap(GL_TEXTURE_2D);
}
void Texture::bind(GLenum unit)
{
this->unit = unit;
if(unit != -1)
{
glActiveTexture(unit);
glBindTexture(GL_TEXTURE_2D, handle);
}
else
{
cout << "Texture::bind -> Couldn't activate unit -1" << endl;
}
}
void Texture::unbind()
{
glBindTexture(GL_TEXTURE_2D, 0);
}