我已经搜索了几个小时来解决我的问题。 首先。我有HD 7800系列和GPU,最新的驱动程序。
我正在尝试创建具有我需要的所有帧缓冲函数的framebuffer类。看起来我有渲染缓冲区工作,但绘制到纹理导致非常奇怪的错误。
FrameBuffer::FrameBuffer(int width, int height)
{
createFrameBuffer();
// createDepthBufferAttachment(width, height); //commented out for testing (THIS WORKS)
createTextureAttachment(width, height);
// createDepthTextureAttachment(width, height); //commented out for testing
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE){
std::cerr << glCheckFramebufferStatus(GL_FRAMEBUFFER) << "\nFramebuffer failed to generate! 0\n";
}
unbindFrameBuffer();
}
FrameBuffer::~FrameBuffer()
{
if (fbo != NULL)
glDeleteFramebuffers(1, &fbo);
if (colorTexture != NULL)
glDeleteTextures(1, &colorTexture);
if (depthBuffer != NULL)
glDeleteRenderbuffers(1, &depthBuffer);
if (depthTexture != NULL)
glDeleteTextures(1, &depthTexture);
}
void FrameBuffer::createFrameBuffer(){
glGenFramebuffers(1, &fbo);
}
void FrameBuffer::createTextureAttachment(int width, int height){
glGenTextures(1, &colorTexture);
glBindTexture(GL_TEXTURE_2D, colorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, GL_RGBA, 0, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE){
std::cerr << glCheckFramebufferStatus(GL_FRAMEBUFFER) << "\nFramebuffer failed to generate! 1\n";
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void FrameBuffer::createDepthTextureAttachment(int width, int height){
glGenTextures(1, &depthTexture);
glBindTexture(GL_TEXTURE_2D, depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, width, height, GL_DEPTH_COMPONENT, 0, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE){
std::cerr << glCheckFramebufferStatus(GL_FRAMEBUFFER) << "\nFramebuffer failed to generate! 2\n";
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void FrameBuffer::createDepthBufferAttachment(int width, int height){
glGenRenderbuffers(1, &depthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE){
std::cerr << glCheckFramebufferStatus(GL_FRAMEBUFFER) << "\nFramebuffer failed to generate! 3\n";
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void FrameBuffer::bindFrameBuffer( int width, int height){
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0, 0, width, height);
}
void FrameBuffer::unbindFrameBuffer(){
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, DisplayManager::getWidth(), DisplayManager::getHeight());
}
glCheckFrameBufferStatus返回GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 在两个检查。 createDepthTextureAttachment()也是如此 似乎都没有工作
createDepthBufferAttachment()工作正常。
更多信息: 是的,实际上我实际上给了函数的宽度和高度,它们都是1024。 我尝试将GL_RGBA更改为GL_RGB,并尝试了不同大小的GL_DEPTH_COMPONENT。
目前我打算只使用1个纹理,而不是所有3个功能。
我不知道它是否重要但是SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE,32);已设定。
我也尝试过glFramebufferTexture()函数。
提前谢谢!
答案 0 :(得分:5)
glTexImage2D()
来电中的参数顺序错误。看第一个:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, GL_RGBA, 0, GL_UNSIGNED_BYTE, NULL);
将其与功能定义进行比较:
void glTexImage2D(
GLenum target,
GLint level,
GLint internalFormat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const GLvoid* data);
你可以看到第6个参数是边框宽度,第7个参数是格式。你把那两个倒了。电话应该是:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
同样的事情适用于另一个电话。
如果您在使用OpenGL代码时遇到问题,我强烈建议您致电glGetError()
。它会很快告诉你这些电话有错误。