我正在使用OpenGL 4.0,以前使用的是3.3我有一个带有3个输出的片段着色器 - 每个是vec3。我正在将这些输出写入某个FBO然后尝试使用glBlitFramebuffer()方法测试内容。我是得到空屏幕。现在,我发现将输出设置为vec4类型正常工作。我不明白为什么!我的FBO纹理设置为RGB32F,因此它们应该能够接受片段中的vec3。 这是我的FBO设置(即Java LWJGL包装器,但这里没关系):
_fbo = glGenFramebuffers();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _fbo);
glGenTextures(m_textures);
_depthTexture = glGenTextures();
for (int i = 0; i < GBUFFER_NUM_TEXTURES; i++) {
glBindTexture(GL_TEXTURE_2D, m_textures.get(i));//
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, height, 0, GL_RGB, GL_FLOAT, (ByteBuffer) null);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i , GL_TEXTURE_2D,m_textures.get(i), 0);//
}
// depth
glBindTexture(GL_TEXTURE_2D, _depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, (ByteBuffer) null);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _depthTexture, 0);
DrawBuffers = BufferUtils.createIntBuffer(GBUFFER_NUM_TEXTURES);
DrawBuffers.put(0, GL_COLOR_ATTACHMENT0);
DrawBuffers.put(1, GL_COLOR_ATTACHMENT1);
DrawBuffers.put(2, GL_COLOR_ATTACHMENT2);
glDrawBuffers(DrawBuffers);