• Advertisement
Sign in to follow this  

glFramebufferRenderbuffer kills glFramebufferTexture

This topic is 1579 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hey guys,

I have a little test right now. Basically if I don't bind a depth render target, the color buffer get's written to. If I bind one, the color buffer does not.

Renderbuffer code:

		pglBindRenderbuffer( GL_RENDERBUFFER, m_PlatformData.m_TargetHandle );
          	GL_ERROR( "Failed to bind the renderbuffer" );
		pglFramebufferRenderbuffer( GL_FRAMEBUFFER,
			GL_DEPTH_STENCIL_ATTACHMENT,
			GL_RENDERBUFFER,
			m_PlatformData.m_TargetHandle );
		GL_ERROR( "Failed to attach the render buffer to the frame buffer" );

Texture code:
 

pglFramebufferTexture( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_Texture->m_Texture, 0 );
GL_ERROR( "Failed to set the render target as a texture" );

Does anyone have any ideas as to why this may be happening?

 

Share this post


Link to post
Share on other sites
Advertisement

You said you were specifically using a renderbuffer for "performance" - but obviously it's breaking things? Just use a depth component texture attachment.

Share this post


Link to post
Share on other sites

I figured it out, it was something stupid. I was clearing the depth buffer and then enabling depth testing/writing. Just an exhausted mistake, thanks for the help.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement