4

我有一个 FBO,它是通过以下方式创建的:

glGenRenderbuffers(1, &m_depthStencilBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_depthStencilBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, m_width, m_height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);

glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_texture);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA32F_ARB, m_width, m_height, 0, GL_RGBA, GL_FLOAT, 0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);

glGenFramebuffers(1, &m_frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_frameBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, m_texture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer);
assert(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER));
glBindFramebuffer(GL_FRAMEBUFFER, 0);
assert(GL_NO_ERROR == glGetError());

然后我用这个最小的片段程序渲染这个:

void main() {
    gl_FragColor = float4(3.001001f, 2.00002f, 7.00003f, 4.00004f);
}

如果我像这样读出像素:

glReadPixels(0, 0, width, height, GL_RGBA, GL_FLOAT, &pixels[0]);

并检查上述片段程序写入的像素它们是 (1, 1, 1, 1)。我只是glReadPixels为了测试目的而添加的,如果我尝试在另一个片段程序中使用textureRect.

4

2 回答 2

5

是的,它将被限制在 (0, 1) 范围内 - 检查glClampColor并禁用颜色限制。

希望这可以帮助!

于 2012-06-08T14:35:00.287 回答
3

问题是我的一个愚蠢的错误,在我调用的 FBO 调整大小代码中:

glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, ...);

代替

glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA32F_ARB, ...);
于 2012-06-12T06:02:19.623 回答