EXT_PACKED_DEPTH_STENCIL FBO problems

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

You need to set your texture filtering modes for your color texture.

  • Kevin

now the code is

  
glGenFramebuffersEXT(1, &FrameBufferObject);
    glGenTextures(1, &FrameTexture);
	glGenTextures(1, &DepthStencilRT);
    //glGenRenderbuffersEXT(1, &DepthStencilRT);

    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FrameBufferObject);    

    ///////////
	glBindTexture(GL_TEXTURE_2D, FrameTexture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,
                     Width, Height, 0, GL_RGBA, GL_INT, NULL);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        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,
                     Width, Height, 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);

still, getting INVALI_FRAMEBUFFER_OPERATION_EXT.

any ideas?