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FBO incomplete attachment and depth textures

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I've been trying to get a depth texture to attach to an FBO object.

Normally, there's no depth textures attached to this FBO and everything works just fine. However, when I try to attach the FBO:


void FrameBuffer::addDepthTexture(Texture * thetex){

assert(depthbuffertex == NULL);
depthbuffertex = thetex;

initGeometry(depthbuffertex);

glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboid);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
GL_DEPTH_ATTACHMENT_EXT,
GL_TEXTURE_2D,
depthbuffertex->textureid,
0);

GLenum status = glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT );
maybeAlertBadStatus(status, "addDepthTexture");

}


The depth texture was generated using:
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, powerwidth, powerheight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, data);

I've checked the GL errors, and it doesn't seem to be spouting any. However, the status variable in the end becomes GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT. Am I doing anything wrong here, else where can I look for more info?

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To create a depth only FBO, you need to set glDrawBuffer(GL_NONE), so GL knows there is no color buffer.

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Actually I fixed my problem. Turns out I left:

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);

and depth buffers didn't like mipmaps.. but all is well now :D

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