Floating Point FrameBufferObjects

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3 comments, last by Bucky32 18 years, 5 months ago
We're having some troubles using floating point textures. All we get is total whiteness. We're using a shader which at the moment only sets the color to red. If we use GL_RGBA8 as internal format and GL_UNSIGNED_BYTE as external we get the intended result. Btw, we have an NV-machine. //Creates objects glGenFramebuffersEXT(1, &m_frameBuffer); glGenRenderbuffersEXT(1, &m_depthRenderBuffer); glGenTextures(4, m_fboTextures); //Initializes textures glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_fboTextures[0]); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_FLOAT_RGBA16_NV, m_fboTextureSizeX, m_fboTextureSizeY, 0, GL_RGBA, GL_FLOAT, NULL); //Binds buffers and make attachments glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_frameBuffer); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_fboTextures[0], 0);
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Hi

what is reported by glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)?
Well, it says GL_FRAMEBUFFER_COMPLETE_EXT as it should. We use 4 different color attachments, could that impose a problem? All of them have identical parameters.
post rendering code/shaders if you can..
We actually got it working by using GL_RGBA16F_ARB instead of the NV extensions. So I guess we'll use that instead =)

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