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FBO rendering problems

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Hi, I'm having some problems with an FBO. It always render white. I have already done almost anything and it doesn't work Here is where i set up my fbo:
void SetUpFBO()
{
	PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT=(PFNGLGENFRAMEBUFFERSEXTPROC)wglGetProcAddress("glGenFramebuffersEXT");
	PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT=(PFNGLBINDFRAMEBUFFEREXTPROC)wglGetProcAddress("glBindFramebufferEXT");
	PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT=(PFNGLGENRENDERBUFFERSEXTPROC)wglGetProcAddress("glGenRenderbuffersEXT");
	PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT=(PFNGLBINDRENDERBUFFEREXTPROC)wglGetProcAddress("glBindRenderbufferEXT");
	PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT=(PFNGLRENDERBUFFERSTORAGEEXTPROC)wglGetProcAddress("glRenderbufferStorageEXT");
	PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT=(PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)wglGetProcAddress("glFramebufferRenderbufferEXT");
	PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT=(PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)wglGetProcAddress("glFramebufferTexture2DEXT");
	PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT=(PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)wglGetProcAddress("glCheckFramebufferStatusEXT");
	PFNGLGENERATEMIPMAPEXTPROC glGenerateMipmapEXT=(PFNGLGENERATEMIPMAPEXTPROC)wglGetProcAddress("glGenerateMipmapEXT");

	int width=256;int height=256;

	glGenFramebuffersEXT(1, &fbo);
	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
		
	glGenRenderbuffersEXT(1, &depthbuffer);
	glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthbuffer);
	glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, width, height);
	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,  width, height, 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);


	//render
	
	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
	glPushAttrib(GL_VIEWPORT_BIT);
	glViewport(0,0,width, height);

	glClearColor(1.0f,1.0,0.0f,1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer
	

	glPopAttrib();
	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
//end render

	
	glGenerateMipmapEXT(GL_TEXTURE_2D);
	glGenTextures(1, &img);
	glBindTexture(GL_TEXTURE_2D, img);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,  width, height, 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);
}

[Edited by - Megatron90 on February 7, 2010 8:45:17 AM]

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I can't quite grasp what is going here, you have rendering code inside the SetupFBO(), and at the end you are overwriting the texture for the FBO?

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I was clearing(red) the FBO:

//render

glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0,0,width, height);

glClearColor(1.0f,1.0,0.0f,1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer


glPopAttrib();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
//end render



later when I draw in "DrawGLScene" I use that.


glBindTexture(GL_TEXTURE_2D, img);

but the cube is still white.

[Edited by - Megatron90 on February 7, 2010 8:22:22 AM]

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