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我想将 opengl 主帧缓冲区复制到一个 fbo,它附加两个纹理对象。然后我想将颜色缓冲区和深度缓冲区传输到两个纹理对象。我使用glbiltframebuffer,但纹理是黑色的,正确的方法是什么?我的代码:

// Create the FBO
glGenFramebuffers(1, &m_fbo);    
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);  

// Create textures
glGenTextures(1, &m_colorTexture);
glGenTextures(1, &m_depthTexture);

// color texture
glBindTexture(GL_TEXTURE_2D, m_colorTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, Width, Height, 0, GL_RGB, GL_FLOAT, NULL);
glFramebufferTexture2(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_colorTexture, 0); 

// depth texture
glBindTexture(GL_TEXTURE_2D, m_depthTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, Width, Height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0);

GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (Status != GL_FRAMEBUFFER_COMPLETE) {
    printf("error, status: 0x%x\n", Status);
    return false;
}

// restore default FBO
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);


    //copy the main framebuffer to FBO
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);  
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);  
glBlitFramebuffer(0, 0, Width, Height, 0, 0, Width, Height,  GL_COLOR_BUFFER_BIT, GL_NEAREST); 
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);       
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
GLenum error = glGetError();

`

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1 回答 1

0

我解决了,代码是对的。其他地方发生错误,对不起。但我一直被比尔特的速度所困扰。我将主帧缓冲区复制到每帧的 fbo。但是好像帧率下降了很多。大家能不能给点建议。

于 2013-04-02T04:00:02.113 回答