For an unknown reason, the standard glGenRenderbuffersEXT command fails with an "Unhandled exception" message.
GLuint DepthBuffer;
glGenRenderbuffersEXT(1, &DepthBuffer);
A few more details:
1. I am using a remote machine which does not have a graphics card (it has an ivb i-7 cpu which has embedded GPU).
2. I added the following command which I saw in another track, no success:
glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)wglGetProcAddress("glGenFramebuffersEXT");
3. The full routine:
void ARDriver::MakeFrameBuffer()
{
cout << " ARDriver: Creating FBO... ";
glGenTextures(1, &mnFrameBufferTex);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB,mnFrameBufferTex);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,
GL_RGBA, mirFBSize.x, mirFBSize.y, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLuint DepthBuffer;
glGenRenderbuffersEXT(1, &DepthBuffer); // *** This command fails *** //
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, DepthBuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, mirFBSize.x, mirFBSize.y);
glGenFramebuffersEXT(1, &mnFrameBuffer);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mnFrameBuffer);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_RECTANGLE_ARB, mnFrameBufferTex, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, DepthBuffer);
CheckFramebufferStatus();
cout << " .. created FBO." << endl;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
Thanks a lot!