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Emanuele Russo

Query Largest FBO, GL_FRAMEBUFFER_UNSUPPORTED_EXT

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Hello I have a problem with FBO: on NVIDIA GeForce 6600 I query my video card for the largest FBO with: glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE_EXT, &iAttribute); and iAttribute contains 4096, as expected. but when I create my FBO with: glGenFramebuffersEXT(1,&m_uiFrameBufferID); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,m_uiFrameBufferID); glGenRenderbuffersEXT(1, &m_uiDepthBufferID); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_uiDepthBufferID); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, 4096, 4096); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_uiDepthBufferID); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D,m_uiTargetID,0); GLenum uiStatus = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); uiStatus is GL_FRAMEBUFFER_UNSUPPORTED_EXT: it allows only 2048 x 2048. I have 2 video card installed on my pc: may be this the cause?? Where's the error??? Thanks in advance Ema.

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Are you checking the entire time for OpenGL errors with, glGetError()?

Use source tags and post all your code so we can better examine it.

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Stupid question - depth component means shadow maps, well - try some perspective wrap technique to limit shadow aliasing to minimum (or parallel split shadow maps).
Anyway may I ask, if your framebuffer creates, when you set size to 2k*2k?

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Well, actually shadow maps is not the argument of my post.

At the moment I'm only interested in render to texture.
The strange thing that happens to me is that I ask for the maximum render target supported and actually it does not seem to be supported at all!

mike2343 is right, maybe tomorrow I'll post some GetError output.

Thanks guys!

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