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A Problem with fbo.[solved]

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Hey all. I was trying to use fbo in my game but for some certain reason my game crushed at the beggining. (It was crushed on GT 8800 so it's not possible that the graphic card does not support it .) here is what i'm doing... setting up FBO and the image that would be rendered to:

glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)wglGetProcAddress("glGenFramebuffersEXT");
glGenRenderbuffersEXT = (PFNGLGENRENDERBUFFERSEXTPROC)wglGetProcAddress("glGenRenderbuffersEXT");
glBindRenderbufferEXT = (PFNGLBINDRENDERBUFFEREXTPROC)wglGetProcAddress("glBindRenderbufferEXT");
glRenderbufferStorageEXT = (PFNGLRENDERBUFFERSTORAGEEXTPROC)wglGetProcAddress("glRenderbufferStorageEXT");
glFramebufferRenderbufferEXT = (PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)wglGetProcAddress("glFramebufferRenderbufferEXT");
glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)wglGetProcAddress("glFramebufferTexture2DEXT");
glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)wglGetProcAddress("glCheckFramebufferStatusEXT");
glGenerateMipmapEXT = (PFNGLGENERATEMIPMAPEXTPROC)wglGetProcAddress("glGenerateMipmapEXT");
glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC)wglGetProcAddress("glDeleteFramebuffersEXT");
glDeleteRenderbuffersEXT = (PFNGLDELETERENDERBUFFERSEXTPROC)wglGetProcAddress("glDeleteRenderbuffersEXT");



glGenTextures(1, &img);
glBindTexture(GL_TEXTURE_2D, img);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,  1024, 768, 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);
glGenerateMipmapEXT(GL_TEXTURE_2D);


glGenFramebuffersEXT(1, &fbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
glGenRenderbuffersEXT(1, &depthbuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthbuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, 1024, 768);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthbuffer);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, img, 0);
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);





Later on, this is my drawing function:
int nad=1;
int drawGLScene()
{
	if (nad!=1)
	{
	 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);  
	}
	else
		nad=0;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0,0,1024, 768);

//Some drawings ....

glPopAttrib();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glBindTexture(GL_TEXTURE_2D, img);
glLoadIdentity();
glTranslatef(0,0,-3);
glBegin(GL_QUADS);
glVertex2f(-1,-1);
glVertex2f(-1,1);
glVertex2f(1,1);
glVertex2f(1,-1);
glEnd();
	 SDL_GL_SwapBuffers( );
	return 1;
}




Does anyone knows what's the problem? Thanks in advance [Edited by - Yhonatan on June 24, 2008 4:04:50 PM]

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This topic is 3456 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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