Problem using FBO: Only first pass renders. A possible problem at setting render target back?
I have a huge problem with using FBO.
I have a multi-pass display using FBOs and multitexturing. Everything seems to work fine until the end of first execution of display.
I set the render target back to screen using glBindFrameBufferEXT(GL_FRAMEBUFFER_EXT, 0) at the end of my display function but the passes after that do n开发者_如何学运维ot take effect. The screen seems to freeze..
What might be the cause? Any guesses?
I suggest you add the
glPushAttrib(GL_VIEWPORT_BIT | GL_COLOR_BUFFER_BIT);
before binding the FBO, and
glPopAttrib();
after you release it.
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