In my application I use an fbo with different attachments. To be honest the attachments are quite heavy as I'm implementing some crazy deferrred shading. They are not really optimized but that's not the point. Basically i have:
1 DepthBuffer, 1 ViewSpacePosition Buffer(easier computations), 1 NormalBuffer, 1 MaterialBuffer, 1 TexCoord buffer (for procedural textures), 1 unsigned int buffer (some metric).
All works well whenever the resolution is 1 or 2 times my window resolution. But when I go higher (like 4 or 5) I simply get an "GL_FRAMEBUFFER_UNSUPPORTED_EXT" when checking the status. I'm not running out of GPU memory though. Is that a driver issue?
What are the maximum size for the rendertargets?
thanks in advance
Windows 7, GTX 480 (1.8GB), OpenGL 4.1, latest glew
Yes, they do have different formats and my shader layout looks like this:
Code :layout( location = 0 ) out vec4 o_vViewPosition; layout( location = 1 ) out vec3 o_vNormal; layout( location = 2 ) out vec4 o_vMaterial; layout( location = 3 ) out vec2 o_vTexCoord; layout( location = 4 ) out unsigned int o_uiMyMetric;