我在非默认FBO中渲染带有绿色背景的白色立方体,并将创建的多重采样纹理附加到此FBO。 当我使用上面的纹理在默认FBO中渲染立方体时,它会在纹理中产生损坏。
这是我的代码:
viewport_width=32;
viewport_height=32;
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureId);
nResult |= GL_ERROR_CHECK((GL_NO_ERROR, "glBindTexture(*target, textureId);"));
glUniform1i(glGetUniformLocation(shader_data.psId,"tk_diffuseMap"), 0);
nResult |= GL_ERROR_CHECK((GL_NO_ERROR, "glUniform1i(glGetUniformLocation(shader_data.psId,\"basetexture\"), 0);"));
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4 ,GL_RGBA, viewport_width, viewport_height ,true);
nResult |= GL_ERROR_CHECK((GL_NO_ERROR, "glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4 ,GL_RGBA, 32, 32,true);"));
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, Fboid);
nResult |= GL_ERROR_CHECK((GL_NO_ERROR, "glBindFramebuffer(GL_FRAMEBUFFER, Fboid);"));
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D_MULTISAMPLE,textureId,0);
nResult |= GL_ERROR_CHECK((GL_NO_ERROR, "glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D_MULTISAMPLE,textureId,0);"));
glEnable(GL_MULTISAMPLE);
nResult |= GL_ERROR_CHECK((GL_NO_ERROR, "glEnable(GL_MULTISAMPLE);"));
draw_cube(viewport_width, viewport_height);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
nResult |= GL_ERROR_CHECK((GL_NO_ERROR, "glBindFramebuffer(GL_FRAMEBUFFER, Fboid);"));
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureId);
nResult |= GL_ERROR_CHECK((GL_NO_ERROR, "glBindTexture(*target, textureId);"));
glDrawElements ( GL_TRIANGLES, 36,GL_UNSIGNED_INT, indices );
片段着色器:
uniform sampler2DMS tk_diffuseMap;
in vec3 ps_texCoord;
out vec4 fragColor;
void main(void)
{
vec2 iTmp = textureSize(tk_diffuseMap);
vec2 tmp = iTmp * ps_texCoord.xy;
vec4 color;
for(int i = 0; i < 4; ++i)
{
color = color + texelFetch(tk_diffuseMap, ivec2(tmp), i);
}
fragColor=vec4(color/4);
}
让我知道我哪里出错了。
答案 0 :(得分:3)
用作FBO的渲染目标附件的纹理如果附加到其上的FBO,则不得绑定为采样源,也必须绑定为渲染目标。它要么绑定纹理要么绑定FBO。
很明显为什么必须如此:如果你可以绑定一个也是渲染目标的纹理,你就会创建一个循环依赖循环。