Reputation: 893
How do I init the framebuffer with depth and stencil on a device which does not support GL_OES_packed_depth_stencil
(In my case a Nexus 7 2012)?
This does not work:
glGenRenderbuffers(1, &depthStencil);
glBindRenderbuffer(GL_RENDERBUFFER, depthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthStencil);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencil);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
//...
Upvotes: 0
Views: 426
Reputation: 54592
You create separate renderbuffers for depth and stencil:
GLuint depthStencil[2];
glGenRenderbuffers(2, depthStencil);
glBindRenderbuffer(GL_RENDERBUFFER, depthStencil[0]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, depthStencil[1]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthStencil[0]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,
GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencil[1]);
Upvotes: 2