sampling a depth cubemap FBO texture results in gl error
Detach it from the framebuffer via glFramebufferTexture2D().
L. Spiro
What? How? I didn't use it! I guess you must be right, now I'm gonna try...
i've tried that way, but it doesnt work:
for (int i = 0 ; i < 6 ; i++) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X+i, 0, 0);
}
my code is pretty big and it worked in old gl mode.
Then I ported code to GL 3,0 and I'm getting this error every glDrawElements call within the light pass. The scene is partially shadow correctly, and partially occluded in black. The depth values in cubemap are correct (I've tested them with glDebugger).
Here is my cubemap stuff:
void CreateShadowMapCubeDepthFBO()
{
// Create the FBO
glGenFramebuffers(1, &m_fbo);
// Create the depth buffer
glGenTextures(1, &m_depth);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_depth);
for (int i = 0 ; i < 6 ; i++)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT32, size, size, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
for (int i = 0 ; i < 6 ; i++)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X+i, m_depth, 0);
}
GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (Status != GL_FRAMEBUFFER_COMPLETE)
{
// print stuff
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void BindFBOCubeMapFace(int index)
{
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X+index, m_depth, 0);
}
void StopUsingFBO()
{
for (u32 i = 0 ; i < 6 ; i++)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X+i, 0, 0);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
you are attaching the cubemap faces to GL_DEPTH_ATTACHMENT, not the GL_COLOR_ATTACHMENTx
It is rather rare to have gpu the support for sampling depth attachment storage of a frame object. You must query the "depth texture" extension availability if you will ever want to.
But I would encourage you to not do so, but instead, attach cube faces to COLORx storage and encode your depth values to those. Then, by a simple
glBindFramebuffer(GL_FRAMEBUFFER, 0);
all your color storage textrues of unbound frame will be available for setting as a sampling slot.
You can use MRT (multiple render targets) so you will save up processing of your cube generation and store the z values along with the rendering of yours that performs z values in depth buffer you wish to sample.
First, you didn’t post the draw call or the location of the error.
Did you clear the error flag before you actually called glDrawElements()? This is (mainly) what I wanted to see in the first place.
Second:
for (int i = 0 ; i < 6 ; i++) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X+i, m_depth, 0); }
Whaaaaa-
There can only be one depth attachment. This loop is meaningless. Remove it.
If you need to check the framebuffer status, put the first cubemap face as the depth texture.
And this:
void StopUsingFBO()
{
for (u32 i = 0 ; i < 6 ; i++)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X+i, 0, 0);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Should be:
void StopUsingFBO()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
L. Spiro
Thank you for pointing this stuff, but my shadows still aren't working.
I think I cleared error flag before glDrawElements, I am calling glGetError very often.
Anyway, here is the entire log of my OpenGL calls, starting from unbinding the FBO (after I have drawn six views to it), and ending with gl error.
Please take a look:
EDIT: just note that my old code with the same shadow map cubemap code but for old openGL (without compatilibity mode) is working on the same PC...
Where in the specifications does it say glDrawElements() throws GL_INVALID_OPERATION in relation to a framebuffer?specs says that I didn't unbind the framebuffer before using it's texture
OpenGL X (really wish they would specify the OpenGL version on their reference pages…) doesn’t: http://www.opengl.org/sdk/docs/man/html/glDrawElements.xhtml
OpenGL 3.0 doesn’t: http://www.opengl.org/sdk/docs/man3/xhtml/glDrawElements.xml
OpenGL 4.0 doesn’t: http://www.opengl.org/sdk/docs/man4/html/glDrawElements.xhtml
You don’t have a framebuffer bound so that isn’t the problem.
L. Spiro