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#ActualSponji

Posted 04 November 2013 - 08:29 AM

Use glCheckFramebufferStatus to check if the framebuffer is complete. Also I think the framebuffer's texture types should be the same size, GL_RGB and  GL_RGBA is not good. I'm not sure if that's needed in new OpenGL versions though. Try to get it working with positions and depth first?

 

And what is this:

//clear error buffer
glGetError();

Really, check if there's some errors first, it helps a lot. Use gDebugger or some other OpenGL debugging software to check those errors, you can even see what kind of stuff your textures contain.


#1Sponji

Posted 04 November 2013 - 12:25 AM

Use glCheckFramebufferStatus to check if the framebuffer is complete. Also I think the framebuffer's texture types should be the same size, GL_RGB and  GL_RGBA is not good. I'm not sure if that's needed in new OpenGL versions though. Try to get it working with positions and depth first?

 

And what is this:

//clear error buffer
glGetError();

Really, check if there's some errors first, it helps a lot. Use gDebugger or some other OpenGL debugging software to check those errors, you can even see what kind of stuff your textures contain.


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