FBO在OSX中无法正常工作

时间:2011-08-01 06:44:19

标签: c++ xcode macos opengl fbo

我有这个问题已经有一段时间了,我找不到解决方案。

这里我初始化Framebuffer:

//Initialize buffers
    glGenBuffers(1, &primaryBuffer);
    glBindBuffer(GL_FRAMEBUFFER, primaryBuffer);

    glGenRenderbuffers(1, &depthBuffer);
    glBindBuffer(GL_RENDERBUFFER, depthBuffer);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, Statics::ScreenWidth, Statics::ScreenHeight);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);

    glGenTextures(1, &colorTexture);
    glBindTexture(GL_TEXTURE_2D, colorTexture);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_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);
    glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8,  Statics::ScreenWidth, Statics::ScreenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);

    glGenTextures(1, &depthTexture);
    glBindTexture(GL_TEXTURE_2D, depthTexture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32,  Statics::ScreenWidth, Statics::ScreenHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);

    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);

    int res = glCheckFramebufferStatus(GL_FRAMEBUFFER);
    if (res == GL_FRAMEBUFFER_COMPLETE)
    {
        printf("GOOD!\n");
    }

    glBindFramebuffer(GL_FRAMEBUFFER, 0);

我以这种方式在渲染功能中使用它:

glBindFramebuffer(GL_FRAMEBUFFER, primaryBuffer);
glViewport(0, 0, Statics::ScreenWidth, Statics::ScreenHeight);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);

SetCamera();
DrawScene1();

glBindFramebuffer(GL_FRAMEBUFFER, 0);

glViewport(0, 0, Statics::ScreenWidth, Statics::ScreenHeight);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SetCamera();
DrawScene2();

这里应该发生的是“scene1”在附加的Framebuffer纹理中呈现。并且“scene2”应该出现在屏幕上。 “scene2”确实显示在屏幕上,但是当我使用渲染的Framebuffer纹理时,会出现以下情况: Looks like some GPU memory garbage! :)

谁能告诉我什么是错的?

1 个答案:

答案 0 :(得分:2)

根据你所写的内容,我理解DrawScene2()应该呈现整个场景,而DrawScene1()应该呈现为DrawScene2()生成的部分内容。

由于你没有泄露DrawScene2()的任何细节(或整个代码),我只能在这里做出有根据的猜测:问题是DrawScene2()。由于你在这里使用DrawScene1()的结果作为渲染源,你可能只是将整个FBO打到渲染目标上,而不是将其视为常规纹理,即在它获得之前为它设置正确的世界和纹理坐标。渲染(即DrawScene2()渲染的门的边界,你想用DrawScene1()生成的东西“绘制”。