Seriously don't understand WHY my framebuffer isn't rendering as a texture

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23 comments, last by Ignifex 11 years, 8 months ago

can you please upload glbatch.h and gltools.h as well?


Just comment those lines out of the includes.h file, they are not used. Sorry!
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[quote name='Yours3!f' timestamp='1342164568' post='4958686']
can you please upload glbatch.h and gltools.h as well?


Just comment those lines out of the includes.h file, they are not used. Sorry!
[/quote]

ok, I did and my Catalyst driver crashes at this if statement:
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout<<"problem with framebuffer!";
else
std::cout<<"framebuffer ok! :)";

you're doing something really wrong :D:D
ok, now it starts, my compiler fuzzed up something... but I can only see a pink screen.

ok, I did and my Catalyst driver crashes at this if statement:
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout<<"problem with framebuffer!";
else
std::cout<<"framebuffer ok! :)";
you're doing something really wrong :D


That's the thing that bugs me, my framebuffer is 'complete' as the framebuffer ok message always prints to the std output
Could you try adding a glDrawBuffer(GL_BACK); before rendering to the backbuffer? If your texture appears correctly in gDebugger, the problem should be in the second drawing step.

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