我正在尝试同时渲染多重采样和单采样纹理(drawcall)。 我为什么要这样?因为多重采样纹理使用抗锯齿,而单采样纹理用于拾色。 两种纹理(nRenderTargetTexture和nColorPickingTexture)具有相同的大小。 如果我运行下面的代码,它在GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE情况下失败。 是否可以同时渲染为多重采样和单采样纹理?
顺便说一下:我也在使用glGetError(),但它返回GL_NO_ERROR
// Enable multisampling
glEnable(GL_MULTISAMPLE);
glGenFramebuffers(1, pFramebufferID);
glBindFramebuffer(GL_FRAMEBUFFER, *pFramebufferID);
// Create color render buffer
glGenRenderbuffers(1, &nColorBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, nColorBuffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA8, nWidth, nHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, nColorBuffer);
// Create depth render buffer
glGenRenderbuffers(1, &nDepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, nDepthBuffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, nWidth, nHeight);
//Attach the multisampled textures
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, nDepthBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, nDepthBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, nRenderTargetTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, nColorPickingTexture, 0);
const GLenum draw_buffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, draw_buffers);
GLenum eFramebufferOk = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
bool bResult = false;
switch (eFramebufferOk)
{
case GL_FRAMEBUFFER_UNDEFINED:
{
DebugAssertOnce(CREATE_FRAME_BUFFER_FAILED);
}
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
{
DebugAssertOnce(CREATE_FRAME_BUFFER_FAILED);
}
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
{
DebugAssertOnce(CREATE_FRAME_BUFFER_FAILED);
}
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
{
DebugAssertOnce(CREATE_FRAME_BUFFER_FAILED);
}
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
{
DebugAssertOnce(CREATE_FRAME_BUFFER_FAILED);
}
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
{
DebugAssertOnce(CREATE_FRAME_BUFFER_FAILED);
}
break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
{
DebugAssertOnce(CREATE_FRAME_BUFFER_FAILED);
}
break;
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
{
DebugAssertOnce(CREATE_FRAME_BUFFER_FAILED);
}
break;
case GL_FRAMEBUFFER_COMPLETE:
{
bResult = true;
}
break;
default:
{
DebugAssertOnce(CREATE_FRAME_BUFFER_FAILED);
}
break;
}
非常感谢!
答案 0 :(得分:1)
是否可以同时渲染为多重采样和单采样纹理?
没有。附加到帧缓冲区的所有图像必须具有相同的样本计数。否则,您获得GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE
。
答案 1 :(得分:0)
btw:使用抗锯齿并使用相同的着色器调用进行拾取,我使用多重采样纹理。 在我渲染场景后,我做了第二个渲染(屏幕上有两个三角形)并在我使用的碎片整理器内部:
texelFetch(pickingTexture,ivec2(position),0); //0 sample
它给了我一个不反抗的挑选纹理。
我写这篇文章是因为也许有人在尝试同样的事情。