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?