以下是为阴影贴图设置帧缓冲的代码,但在检查帧缓冲状态时它返回36054。有什么想法吗?
//bind framebuffer for shadow mapping
gl.glGenFramebuffers(1, framebuff);
gl.glBindFramebuffer(GL4.GL_FRAMEBUFFER, framebuff.get(0));
gl.glGenTextures(1, textureBuff);
gl.glBindTexture(GL4.GL_TEXTURE_2D, textureBuff.get(0));
gl.glTexStorage2D(GL4.GL_TEXTURE_2D, 1, GL4.GL_DEPTH_COMPONENT32F, displayWidth, displayHeight);
gl.glTexParameteri(GL4.GL_TEXTURE_2D, GL4.GL_TEXTURE_MAG_FILTER, GL4.GL_LINEAR);
gl.glTexParameteri(GL4.GL_TEXTURE_2D, GL4.GL_TEXTURE_MIN_FILTER, GL4.GL_LINEAR);//GL_LINEAR_MIPMAP_LINEAR
gl.glTexParameteri(GL4.GL_TEXTURE_2D, GL4.GL_TEXTURE_WRAP_S, GL4.GL_CLAMP_TO_EDGE);
gl.glTexParameteri(GL4.GL_TEXTURE_2D, GL4.GL_TEXTURE_WRAP_T, GL4.GL_CLAMP_TO_EDGE);
gl.glTexParameteri(GL4.GL_TEXTURE_2D, GL4.GL_TEXTURE_COMPARE_MODE, GL4.GL_COMPARE_REF_TO_TEXTURE);
gl.glTexParameteri(GL4.GL_TEXTURE_2D, GL4.GL_TEXTURE_COMPARE_FUNC, GL4.GL_LEQUAL);
gl.glFramebufferTexture(GL4.GL_FRAMEBUFFER, GL4.GL_DEPTH_ATTACHMENT, textureBuff.get(0), 0);
gl.glDrawBuffer(GL4.GL_NONE);
if(gl.glCheckFramebufferStatus(GL4.GL_FRAMEBUFFER) != GL4.GL_FRAMEBUFFER_COMPLETE)
return gl.glCheckFramebufferStatus(GL4.GL_FRAMEBUFFER);
答案 0 :(得分:3)
固定。在重塑函数期间设置了displayWidth和displayHeight,并且在重塑函数中分配之前默认为0,因此在设置缓冲区时它为0,这违反了规则。