编辑:已解决
我在尝试渲染到纹理时遇到了问题。我像这样创建一个帧缓冲区对象:
glGenTextures(1, &renderFBOtex);
glBindTexture(GL_TEXTURE_2D, renderFBOtex);
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, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glGenRenderbuffers(1, &renderFBOrender);
glBindRenderbuffer(GL_RENDERBUFFER, renderFBOrender);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glGenFramebuffers(1, &renderFBO);
glBindFramebuffer(GL_FRAMEBUFFER, renderFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderFBOtex, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderFBOrender);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
但是 的返回值glCheckFrambufferStatus
始终是GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
。
问题似乎出在纹理上,因为没有 Renderbuffer 附件也是如此。绘制到帧缓冲区本身应该不是问题。
有人可以指出我在这里缺少什么吗?