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#ActualAnfractu0us

Posted 08 January 2013 - 04:49 AM

Have you tried clearing the appropriate buffer bits before rendering to FBO? Also check to see that the renderbuffer is black as well - when I used renderbuffers last I originally had an issue where the renderbuffer would have a valid texture but my FBO was solid black. Also, after glTexImage2D(), make sure to call glBindTexture(GL_TEXTURE_2D, 0);.

 

Edit: I believe the renderbuffer also needs unbound after glRenderbufferStorage()


#3Anfractu0us

Posted 08 January 2013 - 04:49 AM

Have you tried clearing the appropriate buffer bits before rendering to FBO? Also check to see that the renderbuffer is black as well - when I used renderbuffers last I originally had an issue where the renderbuffer would have a valid texture but my FBO was solid black. Also, after glTexImage2D(), make sure to call glBindTexture(GL_TEXTURE_2D, 0);.

 

Edit: I believe the renderbuffer also needs unbound after glRenderbufferStorage();

 

Edit2: And you need to bind the renderbuffer during rendering afaik


#2Anfractu0us

Posted 08 January 2013 - 04:46 AM

Have you tried clearing the appropriate buffer bits before rendering to FBO? Also check to see that the renderbuffer is black as well - when I used renderbuffers last I originally had an issue where the renderbuffer would have a valid texture but my FBO was solid black. Also, after glTexImage2D(), make sure to call glBindTexture(GL_TEXTURE_2D, 0);.

 

Edit: I believe the renderbuffer also needs unbound after glFramebufferRenderbuff().


#1Anfractu0us

Posted 08 January 2013 - 04:42 AM

Have you tried clearing the appropriate buffer bits before rendering to FBO? Also check to see that the renderbuffer is black as well - when I used renderbuffers last I originally had an issue where the renderbuffer would have a valid texture but my FBO was solid black. Also, after glTexImage2D(), make sure to call glBindTexture(GL_TEXTURE_2D, 0);.


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