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Thread: Depth texture and FBO

  1. #1
    Super Moderator OpenGL Guru
    Join Date
    Feb 2000
    Location
    Montreal, Canada
    Posts
    4,421

    Depth texture and FBO

    Let's say I want to render to the FBO that only has a depth texture attached. When I normally check the status of the FBO, I get some error message that I forgot to write down. I have to call glDrawBuffer(GL_NONE) for check FBO status to return OK. Is that correct?
    I was able to render to the FBO later in my code and it works.
    I'm on an nvidia right now so I don't know if ATI has sone other behavior.
    What is the officially correct way to do this?
    ------------------------------
    Sig: http://glhlib.sourceforge.net
    an open source GLU replacement library. Much more modern than GLU.
    float matrix[16], inverse_matrix[16];
    glhLoadIdentityf2(matrix);
    glhTranslatef2(matrix, 0.0, 0.0, 5.0);
    glhRotateAboutXf2(matrix, angleInRadians);
    glhScalef2(matrix, 1.0, 1.0, -1.0);
    glhQuickInvertMatrixf2(matrix, inverse_matrix);
    glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
    glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

  2. #2
    Intern Newbie
    Join Date
    Nov 2001
    Location
    Athens
    Posts
    34

    Re: Depth texture and FBO

    From the specs:
    The intial value of DRAW_BUFFER for application-created framebuffer objects is COLOR_ATTACHMENT0_EXT.
    Since your color attachment isn't valid, the fbo shouldn't be complete, unless you specify NONE as the draw buffer.

    So i guess this is the correct/official way of doing it.

    EDIT : Also check example 7 in the specs

  3. #3
    Super Moderator OpenGL Guru
    Join Date
    Feb 2000
    Location
    Montreal, Canada
    Posts
    4,421

    Re: Depth texture and FBO

    Thanks, it's all good.
    ------------------------------
    Sig: http://glhlib.sourceforge.net
    an open source GLU replacement library. Much more modern than GLU.
    float matrix[16], inverse_matrix[16];
    glhLoadIdentityf2(matrix);
    glhTranslatef2(matrix, 0.0, 0.0, 5.0);
    glhRotateAboutXf2(matrix, angleInRadians);
    glhScalef2(matrix, 1.0, 1.0, -1.0);
    glhQuickInvertMatrixf2(matrix, inverse_matrix);
    glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
    glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

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