Using Frame Buffer

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8 comments, last by Garret 17 years ago
Hi, I've got a problem when trying to create subj in OpenGL. I am trying to follow tutorial 101 on subj found on gamedev.net But it crashes at the second string:

GLuint fbo;
glGenFramebuffersEXT(1, &fbo);
With an error (at a string "glGenFramebuffersEXT(1, &fbo);"): Unhandled exception at 0x00000000 in RTT.exe: 0xC0000005: Access violation reading location 0x00000000. I use MS VS 2005.NET (VC 8.0). I've envountered similar problems when tried to create a p-buffer. Please, tell anything that can help, Peter.
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glGenFramebuffersEXT function address hasn't been initialized properly (hence it's NULL address). Are you using something like Glew, or are you getting the address yourself? (Since the program compiles, I assume glGenFramebuffersEXT has been defined somewhere)

~zix
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I load it myself. The code is following:
#include <GL/gl.h>#undef GL_GLEXT_PROTOTYPES#include <GL/glext.h>#include <GL/glut.h>#include <GL/wglext.h>#include <glh_genext.h>PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)wglGetProcAddress("glGenFramebuffersEXT");PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)wglGetProcAddress("BindFramebufferEXT");PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT = (PFNGLGENRENDERBUFFERSEXTPROC)wglGetProcAddress("GenRenderbuffersEXT");PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT = (PFNGLBINDRENDERBUFFEREXTPROC)wglGetProcAddress("BindRenderbufferEXT");PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT = (PFNGLRENDERBUFFERSTORAGEEXTPROC)wglGetProcAddress("RenderbufferStorageEXT");PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT = (PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)wglGetProcAddress("FramebufferRenderbufferEXT");

And I can't figure out what's wrong here...
Thanks for assistance.
Looks like I overcame this problem, using one free library. But I will appreciate if you give me some idea why my code was not working.
But I has another problem, while getting into this example. I try to run a simple app (here is the part of it with everything linked to rendering and frame buffers)
void render2texture (){    glClearColor ( 1.0, 0.0, 0.0, 1.0 );    glEnable(GL_TEXTURE_2D);    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);    glPushAttrib(GL_VIEWPORT_BIT);    glViewport(0,0,512,512);        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );        glColor3d (1.0, 1.0, 1.0);          glutSolidTeapot(1);        glutSwapBuffers();    glPopAttrib();    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);}void display(){    render2texture();    glClearColor ( 0.0, 0.0, 0.0, 1.0 );    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );    //glColor3d (1.0, 1.0, 1.0);      glGenTextures(1, &img);    glBindTexture(GL_TEXTURE_2D, img);    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,  512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);    glGenerateMipmapEXT(GL_TEXTURE_2D);    glColor3d (0.5, 0.5, 0.5);     glBegin( GL_QUADS );		glTexCoord2f(0, 0);		glVertex2f(-1, -1);		glTexCoord2f(0, 1);		glVertex2f(-1,  1);		glTexCoord2f(1, 1);		glVertex2f( 1,  1);		glTexCoord2f(1, 0);		glVertex2f( 1, -1);    glEnd();    glutSwapBuffers();}void init(){       glEnable(GL_TEXTURE_2D);    glClearColor ( 0.0, 0.0, 0.0, 1.0 );    initExtensions();    glGenFramebuffersEXT(1, &fbo);    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);    GLuint depthbuffer;    glGenRenderbuffersEXT(1, &depthbuffer);    glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthbuffer);    glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, 512, 512);    glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthbuffer);    glGenTextures(1, &img);    glBindTexture(GL_TEXTURE_2D, img);    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,  512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);    glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, img, 0);    GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);}void reshape(int w, int h){    glViewport(0,0,w,h);    glMatrixMode(GL_PROJECTION);    glLoadIdentity();    gluPerspective ( 60.0, (GLfloat)w/(GLfloat)h, 1.0, 60.0 );    glMatrixMode(GL_MODELVIEW);    glLoadIdentity();    gluLookAt (0, 0, 10, 0, 0, 0, 0, 1, 0);}

So I want to render to texture blue teapot on red background and then apply it to the quad. I checked if what I want to render into framebuffer renders fine in the screen - that's it. All other code I use from sample.
But the app shows only a black quad (obviously, nothing, because it is on the black background :)). When I disable GL_TEXTURE_2D I can see the gray quad. So the problem is in texture generating/mapping - but I can't find it.
Thanks for everything that could help,
Peter.
Does your framebuffer status equal GL_FRAMEBUFFER_COMPLETE ?
Quote:Original post by stanlo
Does your framebuffer status equal GL_FRAMEBUFFER_COMPLETE ?

No. My video card is GeForce 5600 FX, so it should support this extension.
Oops, its value is GL_FRAMEBUFFER_UNSUPPORTED_EXT...
I thought that GeForce 5600 FX supports RTT via frame buffers - but where can be a problem here?
I think your extension loader isn't working because your missing the prefix 'gl', ie: you have "GenRenderbuffersEXT", and you need "glGenRenderbuffersEXT".

My source looks like
PROC glGetProcAddress(LPCSTR addr){	PROC ret = wglGetProcAddress(addr);	if (ret == NULL)		WriteLogInfo("Unable to load OpenGL Extension %s()", addr);	return ret;}void LoadGlExtensions(){...other extensions...glGenRenderbuffersEXT = (PFNGLGENRENDERBUFFERSEXTPROC)glGetProcAddress("glGenRenderbuffersEXT");	glDeleteRenderbuffersEXT = (PFNGLDELETERENDERBUFFERSEXTPROC)glGetProcAddress("glDeleteRenderbuffersEXT");	glIsRenderbufferEXT = (PFNGLISRENDERBUFFEREXTPROC)glGetProcAddress("glIsRenderbufferEXT");	glBindRenderbufferEXT = (PFNGLBINDRENDERBUFFEREXTPROC)glGetProcAddress("glBindRenderbufferEXT");	glRenderbufferStorageEXT = (PFNGLRENDERBUFFERSTORAGEEXTPROC)glGetProcAddress("glRenderbufferStorageEXT");	glGetRenderbufferParameterivEXT = (PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC)glGetProcAddress("glGetRenderbufferParameterivEXT");..etc...}


It points out if it has any troubling loading of the extensions via my logging function (Which I find handy in debugging it on other computers, as well).

Hope I could help,
~Zix

[Edited by - zix99 on March 27, 2007 2:37:20 PM]
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Quote:Original post by Garret
So the problem is in texture generating/mapping - but I can't find it.
Thanks for everything that could help,
Peter.


The problem is that you generate and then attach a texture in the init function and then each time you run through the display function you setup a new texture and fill it with nothing and then draw that texture on the quad.

In short; the program is doing what you asked it to.
Thanks for both of you!

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