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#Actuald0nuts

Posted 26 January 2013 - 04:09 PM

Hey everyone! I am working on rendering to textures and am running into some trouble with unbinding the framebuffer object.

 

Currently, I am generating a framebuffer object, creating two textures (one RGB and one DEPTH_COMPONENT24), attaching the two textures, checking the status which is okay, and then drawing while the framebuffer is bound. Inside of gDEBugger I can see that everything is being drawn to the textures just fine.

 

However, when I try to bind back to default buffer ( glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0) ) the textures get cleared to zero and everything that was drawn to the textures ends up back in the static buffers. Also, I have also tried binding two more empty textures to the framebuffer and everything gets moved to the new textures.

 

Any ideas why all that data would just jump ship?

 

I attached a before and after pictures for when I bind the textures to the framebuffer.


#2d0nuts

Posted 26 January 2013 - 04:09 PM

Hey everyone! I am working on rendering to textures and am running into some trouble with unbinding the framebuffer object.

 

Currently, I am generating a framebuffer object, creating two textures (one RGB and one DEPTH_COMPONENT), attaching the two textures, checking the status which is okay, and then drawing while the framebuffer is bound. Inside of gDEBugger I can see that everything is being drawn to the textures just fine.

 

However, when I try to bind back to default buffer ( glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0) ) the textures get cleared to zero and everything that was drawn to the textures ends up back in the static buffers. Also, I have also tried binding two more empty textures to the framebuffer and everything gets moved to the new textures.

 

Any ideas why all that data would just jump ship?

 

I attached a before and after pictures for when I bind the textures to the framebuffer.


#1d0nuts

Posted 26 January 2013 - 04:07 PM

Hey everyone! I am working on rendering to textures and am running into some trouble with unbinding the framebuffer object.

 

Currently, I am generating a framebuffer object, creating two textures (one RGBA and one DEPTH_COMPONENT), attaching the two textures, checking the status which is okay, and then drawing while the framebuffer is bound. Inside of gDEBugger I can see that everything is being drawn to the textures just fine.

 

However, when I try to bind back to default buffer ( glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0) ) the textures get cleared to zero and everything that was drawn to the textures ends up back in the static buffers. Also, I have also tried binding two more empty textures to the framebuffer and everything gets moved to the new textures.

 

Any ideas why all that data would just jump ship?

 

I attached a before and after pictures for when I bind the textures to the framebuffer.

 


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