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bad fbo code .... / glDrawArrays throws GL_INVALID_OP

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I'm wondering what's wrong with this code. I'm limited it down to this call. The Code compiles fine and says that the FBO is complete. It's just when I call glDrawArrays(), I get an invalid operation. I've checked the few glBegin() / glEnd() call that I have and they are all complete. I've limited the error code down to this block of code.
  for( unsigned i = 0; i < MAX_SHADOW_MAPS; ++i )
  {
    ShadowMaps[i] = CreateDepthTexture( SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT );
  }

  // ---- Create the Depth Textures

  glGenFramebuffersEXT( 1, &DepthRenderFBO_id );

  glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, DepthRenderFBO_id );

  // ---- Bind a Single Depth Buffer
  glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, ShadowMaps[0], 0);

  // ---- Let's Add a Texture
  BlankTextureFBO_id = CreateBlankTexture( SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT );
  
  glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, BlankTextureFBO_id, 0);

  GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT };

  glDrawBuffers( 1, buffers );
  
  // --- Check for Completeness

  if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) 
    throw(std::runtime_error(std::string("Error Setting up a Frame Buffer Object")));

  glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 );




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This topic is 3375 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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