I'm trying to do some rendering to cube maps, and I ran into this bug.
the code below crashes on the glCheckFramebuffer() call, on this machine :
xUbuntu 12.04 64 bit, Catalyst 12.8 64 bit, AMD A8-4500M
I believe this is a driver bug, because the frame stack ended there.
So is this one? Or am I doing something wrong?
GLuint cubemap_tex = 0; int w = 256; int h = 256; glGenTextures( 1, &cubemap_tex ); glBindTexture( GL_TEXTURE_2D, cubemap_tex ); glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 ); glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 ); glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 ); glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 ); glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 ); glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 ); GLuint cubemap_fbo = 0; glGenFramebuffers( 1, &cubemap_fbo ); glBindFramebuffer( GL_FRAMEBUFFER, cubemap_fbo ); GLenum mode = GL_COLOR_ATTACHMENT0; glDrawBuffers( 1, &mode ); glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, cubemap_tex, 0 ); GLenum error_code = glCheckFramebufferStatus( GL_FRAMEBUFFER ); //crashes here glBindFramebuffer( GL_FRAMEBUFFER, 0 );
Best regards,
Yours3lf
Edited by Yours3!f, 24 November 2012 - 09:48 AM.






