
FrameBufferUnsupported error
Posted Thursday, 19 November, 2009 - 14:24 by AdrianPi| Project: | The Open Toolkit library |
| Version: | 0.9.9-3 |
| Component: | Code |
| Category: | support request |
| Priority: | normal |
| Assigned: | Unassigned |
| Status: | closed |
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Description
Hi. I 'm getting FrameBufferUnsupported error when trying to do the following. What I'm doing wrong?
// Create color texture reflectionTexture = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, reflectionTexture); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgb8, 256, 256, 0, PixelFormat.Rgb, PixelType.UnsignedByte, IntPtr.Zero); GL.BindTexture(TextureTarget.Texture2D, 0); // Create depth buffer GL.GenRenderbuffers(1, out depthBuffer); GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, depthBuffer); GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferStorage.DepthComponent32, 256, 256); // Create framebuffer GL.GenFramebuffers(1, out frameBuffer); GL.BindFramebuffer(FramebufferTarget.Framebuffer, frameBuffer); // Attach color texture GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.Texture2D, reflectionTexture, 0); // Attach depth buffer GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, RenderbufferTarget.Renderbuffer, depthBuffer); GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0); GL.BindFramebuffer(FramebufferTarget.Framebuffer, frameBuffer); FramebufferErrorCode err = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer); GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);


Comments
#1
Have a look at my FrameBuffer code.
#2
Disregard, I make it work. I added GenerateMipMaps below TexImage2D. Don't know why is needed dough...
#4