Reputation: 844
So i am trying to create a FrameBuffer where i render to a texture, but i can't seem to get it to work with the format i need. That is GL_RGB32F. It works for GL_RGB16F and GL_RGBA32F so i don't understand why GL_RGB32F is giving me GL_FRAMEBUFFER_INCOMEPLETE_ATTACHMENT from glCheckFramebufferStatus. I get no errors from the calls creating the texture either. Is there a special requirement to use that internal format? Can i see if i have support for it?
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenTextures(1, &positionTexture);
glBindTexture(GL_TEXTURE_2D, positionTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, height, 0, GL_RGB, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, positionTexture, 0);
Upvotes: 2
Views: 2302
Reputation: 45322
GL_RGB16F
andGL_RGB32F
are not required color buffer formats in the GL, while GL_RGBA32F
is. You can have a look in Table 8.12 of the OpenGL 4.5 core profile specification (pages 198-200, assuming june 2017 revision of said document). It tells you that all these mentioned formats are color renderable but only GL_RGBA32F
out of that set is a required render format. Implementations might support the other ones optionally, but you can't rely on that.
Upvotes: 5