I started to build a very tiny tool that is based on OpenGL 2. This is really easy to do on Windows and Mac with the very nice new OpenGLRenderer.
Well, I used glAccum to create an easy blooming effect.
Now the hard part. On iOS I found that JUCE instanciates the GLES-Context in GLES2 mode.
That means several features including glAccum are deactivated in favour of shaders and so on
I found how to get the Shader stuff running in the same way as OpenGL2 before. Everything works but the glAccum.
That’s why I though I can create an OpenGLFrameBuffer, rendering to it and drawing it with an alpha value before
I draw new stuff. My first try was to reder to the FBO and draw it. Unfortunately, it crashes when I try to activate the
FBO for drawing.
offScreen = new OpenGLFrameBuffer(); offScreen->initialise(openGLContext, getContextWidth(), getContextWidth());
offScreen->makeCurrentRenderingTarget(); //<<-- here it crahses .... rendering some stuff ... offScreen->releaseAsRenderingTarget();
Does anybody know a good solution for this? Maybe I missuse the Framebuffer Classes. Since there is only few documentation about this it’s pretty much reading the code and comparing it to raw GLES2 stuff.