Reputation: 41
EDIT: SOLVED
I encountered a problem while attempting to render into a texture. I create a framebuffer object like this:
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);
But the return value of glCheckFrambufferStatus
is always GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
.
The problem seems to be with the texture, as it is the same without the Renderbuffer attachment. Drawing into the Framebuffer itself shouldn't be a problem.
Could someone please point out what am I missing here?
Upvotes: 3
Views: 605
Reputation: 41
Problem was in another part of the program. It was a very stupid mistake, which led to use of wrongly initialized values for width and height of the texture. They were both set to 0, hence the incomplete attachment error.
Upvotes: 1
Reputation: 11961
Build texture mipmaps before attaching it on the color buffer.
The routine dedicated to this task is glGenerateMipmap.
Another suggestion would be to play with the texture internal format. You are not specifying a sized internal format. Since one of reason of the error is that the texture doesn't have a supported color-renderable internal format, you could give a try.
Upvotes: 1
Reputation: 162164
Try this:
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderFBOtex, 0);
^^^^
Technically they should make no difference, but some drivers may had this bug.
Upvotes: 0