I’m trying to make an FBO with a depth/stencil texture, on an nVidia GeForce Go 6600 using the 81.84 beta drivers. I keep getting an INVALID_FRAMEBUFFER_OPERATION_EXT when calling glClear(), glEnd(), etc.
code:
glGenFramebuffersEXT(1, &FrameBufferObject);
glGenTextures(1, &FrameTexture);
glGenTextures(1, &DepthStencilRT);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FrameBufferObject);
///////////
glBindTexture(GL_TEXTURE_2D, FrameTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8,
512, 512, 0, GL_RGBA, GL_INT, NULL);
glGenerateMipmapEXT(GL_TEXTURE_2D);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, FrameTexture, 0);
// Setup depth_stencil texture (not mipmap)
glBindTexture(GL_TEXTURE_2D, DepthStencilRT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT,
512, 512, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, NULL);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
GL_DEPTH_ATTACHMENT_EXT,
GL_TEXTURE_2D, DepthStencilRT, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
GL_STENCIL_ATTACHMENT_EXT,
GL_TEXTURE_2D, DepthStencilRT, 0);
///////////////
CheckFramebufferStatus();
Any ideas?
TIA