我有一个IOSurface支持的纹理,仅限于GL_TEXTURE_RECTANGLE_ARB,并且不支持mipmapping。我试图将此纹理复制到另一个绑定到GL_TEXTURE_2D的纹理,然后在该纹理上执行mipmapping。但是我在复制纹理时遇到了问题。我甚至无法通过将其复制到另一个GL_TEXTURE_RECTANGLE_ARB来使其工作。这是我的代码:
var arbTexture = GLuint()
glGenTextures(1, &arbTexture)
/* Do some stuff to fill arbTexture with image data */
glEnable(GLenum(GL_TEXTURE_RECTANGLE_ARB))
glBindTexture(GLenum(GL_TEXTURE_RECTANGLE_ARB), arbTexture)
// At this point, if I return here, my arbTexture draws just fine
// Trying to copy to another texture (fbo and texture generated previously):
glBindFramebuffer(GLenum(GL_FRAMEBUFFER), fbo);
glFramebufferTexture2D(GLenum(GL_READ_FRAMEBUFFER), GLenum(GL_COLOR_ATTACHMENT0), GLenum(GL_TEXTURE_RECTANGLE_ARB), arbTexture, 0)
glFramebufferTexture2D(GLenum(GL_DRAW_FRAMEBUFFER), GLenum(GL_COLOR_ATTACHMENT1), GLenum(GL_TEXTURE_RECTANGLE_ARB), texture, 0)
glDrawBuffer(GLenum(GL_COLOR_ATTACHMENT1))
glBlitFramebuffer(0, 0, GLsizei(width), GLsizei(height), 0, 0, GLsizei(width), GLsizei(height), GLbitfield(GL_COLOR_BUFFER_BIT)
, GLenum(GL_NEAREST))
glBindTexture(GLenum(GL_TEXTURE_RECTANGLE_ARB), texture)
// At this point, the texture is all black
答案 0 :(得分:0)
您的第二个glFramebufferTexture2D()
的参数与您的描述不符:
glFramebufferTexture2D(
GLenum(GL_DRAW_FRAMEBUFFER), GLenum(GL_COLOR_ATTACHMENT1),
GLenum(GL_TEXTURE_RECTANGLE_ARB), texture, 0)
由于您说第二个纹理是GL_TEXTURE_2D
,因此需要通过调用的 textarget 参数进行匹配。它应该是:
glFramebufferTexture2D(
GLenum(GL_DRAW_FRAMEBUFFER), GLenum(GL_COLOR_ATTACHMENT1),
GLenum(GL_TEXTURE_2D), texture, 0)
BTW,GL_TEXTURE_RECTANGLE
是OpenGL 3.1及更高版本的标准配置,因此不需要使用ARB表格。