Hi All,


Now I have a perfect working FBO based render to texture (on the developing machine) but can't see it working on the ATI Radeon 9550 / X1050 mentioned in the subject of this post. Of course all the necessary extensions are present on the second machine and OpenGL version is 2.1.7873.

I attach the code to see if somebody discover something that can be improved.

I wanted also to ask:

1) if I can expect a bug/missing functionality on the driver for this trivial FBO implementation
2) if there is a tool to analyze FBOs


Thanks,

Alberto

Code :
glBindTexture(GL_TEXTURE_2D, textureName);            
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureSize, textureSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, null);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 
fbo = glGenFramebuffersEXT();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, textureName, 0);
 
// Checks FBO status
int status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
ReportFboStatus(status);
 
// Draws on texture
DrawShadow();