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


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#21 Lil_Lloyd   Members   -  Reputation: 287

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Posted 13 July 2012 - 01:45 AM

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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#22 Yours3!f   Members   -  Reputation: 1382

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Posted 13 July 2012 - 01:54 AM


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!


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! <img src='http://public.gamedev.net//public/style_emoticons/<#EMO_DIR#>/smile.png' class='bbc_emoticon' alt=':)' />";
you're doing something really wrong :D:D

#23 Yours3!f   Members   -  Reputation: 1382

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Posted 13 July 2012 - 02:00 AM

ok, now it starts, my compiler fuzzed up something... but I can only see a pink screen.

#24 Lil_Lloyd   Members   -  Reputation: 287

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Posted 13 July 2012 - 03:59 AM

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

#25 Ignifex   Members   -  Reputation: 507

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Posted 24 July 2012 - 02:04 PM

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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