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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()


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

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


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().

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().


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);.

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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