这只是为了分享一些花了我很长时间才弄明白的东西。如果您不需要Depthbuffer或者在EGL中没有Depth Buffer Attachment Point设置,这可能会有所帮助。
出于某种原因,我无法渲染到纹理以将渲染缓冲区对象RBO设置为深度缓冲区:就像这样
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER,
GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D,
juliaTex[0], 0);
rain.checkGlError("glFramebufferTexture2D");
GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER,
GLES20.GL_DEPTH_ATTACHMENT, GLES20.GL_RENDERBUFFER,
juliaRBO[0]);
rain.checkGlError("glFramebufferRenderbuffer");
int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
导致错误status == GLES20.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
如果我将渲染缓冲区存储更改为GLES20.GL_RGBA4
,而不是GLES20.DEPTH_COMPONENT16
并将GLES20.GL_DEPTH_ATTACHMENT
更改为GLES20.GL_COLOR_ATTACHMENT0
,那么错误就会消失,
更改此
// create render buffer and bind 16-bit depth buffer
GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, juliaRBO[0]);
rain.checkGlError("glBindRenderBuffer");
GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER, GLES20.DEPTH_COMPONENT16,
rain.width, rain.height);
到这个
// create render buffer and bind 16-bit depth buffer
GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, juliaRBO[0]);
rain.checkGlError("glBindRenderBuffer");
GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER, GLES20.GL_RGBA4,
rain.width, rain.height);
原始代码:
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER,
GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D,
juliaTex[0], 0);
rain.checkGlError("glFramebufferTexture2D");
GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER,
GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_RENDERBUFFER,
juliaRBO[0]);
rain.checkGlError("glFramebufferRenderbuffer");
然后status == GLES20.GL_FRAMEBUFFER_COMPLETE
但纹理是空的。
这是调用创建存储纹理
// bind texture
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, juliaTex[0]);
// clamp texture to edges
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_LINEAR);
rain.checkGlError("glTexParameter JuliaTex");
// create it
/*
int[] buf = new int[rain.width * rain.height];
juliaTexBuff = ByteBuffer.allocateDirect(buf.length
* rain.FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asIntBuffer();
*/
// generate the textures
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA,
rain.width, rain.height, 0, GLES20.GL_RGBA,
GLES20.GL_UNSIGNED_SHORT_4_4_4_4, null);
答案 0 :(得分:-3)
除了将渲染缓冲区附加到颜色附加点之外,为了使其工作,我交换了Framebuffer附件的顺序:
GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER,
GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_RENDERBUFFER,
juliaRBO[0]);
rain.checkGlError("glFramebufferRenderbuffer");
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER,
GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D,
juliaTex[0], 0);
rain.checkGlError("glFramebufferTexture2D");
因此,在Renderbuffer之后,Texture2D会附加到Framebuffer颜色层。我假设最后一个连接点是OpenGL ES使用的点。