Ehsan Kamrani
06-17-2011, 03:31 PM
Hi there
The following code works fine:
glGenTextures(1, &m_Texture );
glBindTexture(GL_TEXTURE_2D, m_Texture );
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTE R,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, channels, size, size, 0, type, GL_UNSIGNED_BYTE, NULL );
m_fboID = g_render.GenerateFBO();
g_render.BindFBO( m_fboID );
g_render.Attach2DTextureToFBOColor( m_bloomTexture );
m_rbID = g_render.GenerateRenderBuffer();
g_render.BindRenderBuffer( m_rbID );
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, size, size );
g_render.AttachDepthToFBO( m_rbID );
g_render.BindFBO(0);
g_render.BindRenderBuffer(0);
Now I'm trying to replace the glRenderbufferStorageEXT function with glRenderbufferStorageMultisampleEXT to enable multisampling:
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFE R_EXT, 4, GL_DEPTH_COMPONENT24, size, size);
Now I get a black texture.So what's wrong with my code?
The following code works fine:
glGenTextures(1, &m_Texture );
glBindTexture(GL_TEXTURE_2D, m_Texture );
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTE R,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, channels, size, size, 0, type, GL_UNSIGNED_BYTE, NULL );
m_fboID = g_render.GenerateFBO();
g_render.BindFBO( m_fboID );
g_render.Attach2DTextureToFBOColor( m_bloomTexture );
m_rbID = g_render.GenerateRenderBuffer();
g_render.BindRenderBuffer( m_rbID );
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, size, size );
g_render.AttachDepthToFBO( m_rbID );
g_render.BindFBO(0);
g_render.BindRenderBuffer(0);
Now I'm trying to replace the glRenderbufferStorageEXT function with glRenderbufferStorageMultisampleEXT to enable multisampling:
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFE R_EXT, 4, GL_DEPTH_COMPONENT24, size, size);
Now I get a black texture.So what's wrong with my code?