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GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT when trying to attach texture

I get an error GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT after I try to create a framebuffer that renders to a texture. I can't figure out what is wrong, any help is greatly appreciated.

Edit: F开发者_开发技巧ixed it! Working code:

    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 768, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
    glBindTexture(GL_TEXTURE_2D, 0);

    glGenRenderbuffers(1, &rboID);
    glBindRenderbuffer(GL_RENDERBUFFER, rboID);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 768, 1024);
    glBindRenderbuffer(GL_RENDERBUFFER, 0);

    glGenFramebuffers(1, &backFramebuffer);
    glBindFramebuffer(GL_FRAMEBUFFER, backFramebuffer);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboID);
    [self checkFramebufferStatus];
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

Note: If your version doesn't work, make sure you check for errors after each and every call AND that you clear the error before your first call, else you'll be error-checking the code before that.


It is likely that the texture is incomplete. The default MIN_FILTER for a texture specifies mipmapping, but you've provided only for Texture Level 0, so the texture itself is incomplete.

Add calls to glTexParamter to set the MIN_FILTER to one of the non-mipmapped modes.

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